How to Play Forbidden Words
Forbidden Words is a social parlour game for four or more players built around conversation and vigilance. A list of common words is declared off-limits at the start of play, and the game then continues through normal chat, debate, storytelling, or set questions. The trap is simple: the forbidden words are usually everyday terms that are almost impossible to avoid, so slips come quickly and the laughter follows.
People love it because it requires no board, no screen, and almost no equipment, yet it keeps a whole room alert and competitive for as long as the group wants to play. It suits family gatherings, long car journeys, dinner parties, and any occasion where you want a game that runs alongside conversation rather than replacing it.
A little history
The origins of Forbidden Words as a named parlour game are unclear, though word-penalty games of this type have been recorded in European domestic entertainment going back at least to the nineteenth century. Versions appear in Victorian parlour game collections under various titles, and the underlying mechanic of penalising players for uttering a particular word is documented across many cultures and periods. The specific name "Forbidden Words" and its standardised rules appear to have solidified during the twentieth century as parlour games were codified for wider publication.
Setting up
- Seat all players so they can see and hear one another comfortably.
- Agree on the number of rounds or a time limit before play begins.
- Choose one player to act as Word-Setter for the first round, or agree the forbidden words collectively by vote.
- The Word-Setter (or group) selects between one and five forbidden words. Write them down and show every player once, then put the list face-down.
- Give each player an equal supply of tokens: five is a good starting number for a 20-minute game, ten for a longer session.
- Decide the conversation format for the round: free chat, a chosen topic, or a structured question-and-answer session. Announce this before play begins.
How to play
- Once the forbidden words have been shown and the list turned face-down, play begins. Players must not refer to the list again during the round.
- Conversation proceeds naturally. Players may talk freely, ask questions of one another, tell stories, or debate the agreed topic.
- Any player who speaks one of the forbidden words must immediately be called out by another player saying 'Forbidden!' The catch is only valid if it is made before the conversation moves on to a new sentence by a different speaker.
- If the catch is valid, the player who said the forbidden word hands one token to the player who caught them.
- If a player calls 'Forbidden!' incorrectly (the word was not actually on the list, or the call came too late), that caller hands one token to the player they wrongly accused.
- A player who runs out of tokens is eliminated. Alternatively, if using the points variant, that player simply scores nothing further for the round.
- The round ends either when only one player has tokens remaining, or when the agreed time limit expires.
- Rotate the role of Word-Setter to the next player clockwise and begin a new round. Play as many rounds as agreed.
- At the end of all rounds, the player with the most tokens (or, in the points variant, the most points across rounds) wins.
Winning and scoring
The winner is the player who holds the most tokens when all agreed rounds are complete. In a single-round game, the winner is the last player with at least one token. When using a points system instead of tokens, award one point to a player each time they successfully catch someone, and deduct one point for each time they are caught or make a false accusation. Highest score after all rounds wins. In the event of a tie, a sudden-death tiebreaker round with a single, very common word (such as "yes" or "no") is the standard resolution.
The fine points
The most common dispute concerns timing: how quickly must a catch be called? The standard ruling is that the call must come before a second player begins speaking after the slip. If conversation has clearly moved on, the moment is lost and no penalty applies. This keeps the game flowing and prevents players from banking catches to deploy strategically later in the round.
A second frequent argument is over partial words: does saying "forbidden" when the forbidden word is "forbid" count as a slip? The standard ruling is that only an exact spoken instance of the forbidden word counts, not a word that merely contains it as a root. Similarly, humming, spelling out, or obviously mouthing a forbidden word does not constitute saying it, though individual groups may tighten this rule if they wish. Agree these boundaries clearly before the round starts to avoid mid-game arguments.
How to win more often
- Choose forbidden words that are conjunctions, affirmatives, or filler words (such as 'and', 'really', or 'actually') rather than rare nouns. The more instinctive the word, the more likely players are to slip.
- Listen actively rather than focusing only on your own speech. Most tokens are won by players who stay quiet and let others talk themselves into trouble.
- If you are the Word-Setter, pick words that relate naturally to the announced conversation topic. Players will be pulled towards them without realising.
- When you feel a forbidden word rising, pause briefly and rephrase. A short hesitation is far less costly than a lost token.
- Target the most talkative player at the table with follow-up questions. More words spoken means more chances to slip.
Variations
No and Yes
A widely played stripped-back version in which the only two forbidden words are 'yes' and 'no'. All players must answer questions and hold conversations without using either word. This variant works particularly well as an icebreaker because the rules need no written list and are instantly memorable. It is also well suited to younger players.
Secret Forbidden Word
In this variant each player is privately assigned a different forbidden word, written on a slip of paper passed face-down before the round. Players do not know each other's forbidden words and must attempt to catch slips while guarding their own. Successfully identifying another player's forbidden word (by calling it correctly twice) earns a bonus token. This version rewards careful listening and subtle questioning.
Category Ban
Rather than specific words, a whole category is declared forbidden: for example, all colour names, all numbers, or all names of countries. Any word that falls within the category triggers a penalty. This variant is harder to police fairly and works best with a neutral referee, but it significantly raises the difficulty and suits experienced groups looking for a tougher game.
Hot Seat
One player sits in the hot seat and is questioned by the rest of the group for a set period, typically two minutes. That player alone must avoid the forbidden words; the questioners may use them freely and are actively encouraged to steer the conversation towards them. The hot-seat player scores one point for surviving the full time without a slip, or loses a point for each slip made. Players rotate through the hot seat across rounds.
Forbidden Words: frequently asked questions
What is the minimum number of players needed for Forbidden Words?
Four players is the accepted minimum for a satisfying game, as you need enough conversation to make slips likely and enough catchers to keep everyone alert. The game scales well up to around twelve players before managing catches becomes unwieldy.
Can you play Forbidden Words with just two or three people?
Technically yes, but the game loses much of its energy with fewer than four players because there is less cross-conversation and slips are more obvious. With two players it becomes a straightforward duel rather than a social game. Stick to four or more if possible.
What happens if two players call 'Forbidden!' at exactly the same time?
The standard ruling awards the catch to the player seated closest to the person who slipped, going clockwise. If the group cannot agree on timing, a quick majority vote settles it. Agree this tiebreaker rule before the first round to avoid disputes.
Do whispered or mumbled words count as saying the forbidden word?
Yes. If the word was spoken aloud and at least one other player heard it clearly enough to call it, the penalty stands. Players cannot avoid a catch by claiming they said a word quietly.
Is Forbidden Words suitable for children?
The No and Yes variant is excellent from around age six upwards and needs no reading or writing. The full version suits ages seven and up, though younger children may need an adult to manage the catch-timing disputes. Keep rounds short (ten to fifteen minutes) for mixed-age groups.
Can a player deliberately stay silent to avoid slipping?
Silence is a valid tactic, though other players are free to direct questions at quiet players to draw them out. Some groups add a house rule requiring each player to speak at least one full sentence per minute, penalising silence with a token; agree this before play starts.
What if a player denies saying the forbidden word and others disagree?
A majority vote of all players other than the accused and the accuser resolves the dispute. If the vote is tied, no penalty is applied and play continues. Appointing a neutral referee for the round removes this problem entirely.
How many forbidden words should you choose for a first game?
Start with two or three common, short words for a first game. One word is too easy to remember and avoid; more than five creates arguments about whether a word was actually on the list. Two or three strikes the right balance between challenge and manageability.