Wordsmiths, rejoice, for you have at last been granted your game. Assemble your friends (three, at least; the more, the most definitely merrier). Assemble your wits and your sense of humor. Assemble your word parts.

To play Faux-Cabulary is to find oneself suddenly thrust into an intensely focused wordsmithy, where one’s inner wordsmith is challenged to cavort creatively whilst competing somewhat anonymously for the favor of the Wordmeister who determines which player (or team of players) has most successfully forged the perfect verbal coin, so to speak.

Faux-Cabulary is an ingeniously silly word game.  One might even say “intelligently” when it comes to describing the silly that Faux-Cabulary brings into being – what one might call hyper-silly-icious, were one of that disposition, and should one find those particular word parts on three of one’s collection of word part cubes.

If one were counting, one would find 21 of such cubes in one’s Faux-Cabulary set, each face of each cube imprinted with a different word part. Along with the aforementioned cubes, one would also find 180, two-sided definition cards, each of which is so cannily worded so as to cause the silliness to leap several quanta. I exemplify: “That squishy, icy-cold last cherry tomato in the salad bar,” and “The aftertaste of a burp,” and “To constantly spend too much time in the rest room,” and “A person who gets pumped-up by listening to easy-listening music.”

One would similarly find six “cube covers.” These are cleverly designed cube-hiders, assemblers and conveyors, made of thin, but sturdy plastic, which one uses to: 1) hide one’s cubes from view as one is determining precisely which of the six faces of each of one’s three (or conceivably two or even one) word-part cubes to employ, in which order; 2) to cover one’s assembled cubes and 3) to convey one’s assembly to the current “Wordmeister” (a different Wordmeister meistering each round of play).

Key to playing Faux-Cabulary is to recognize that the goal is not to be “correct” (since that is impossible), but to know your Wordmeister well enough to be the whose “word” gets picked. Hence the humor, the outrageousness, the verbal shenanigans, the sheer, lovely, friendly silliness.

The game is designed by Matt Nuccio (click the link to read about the evolution of the design), graphics are by Design Edge, John Kovalic, and Cathleen Quinn-Kinney. This wonderfully fun, creative game is available, as one might guess, from Out of the Box Publishing.

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