Taboo Rules: How to Play the Forbidden-Word Party Game

Explain the word. Just don't say any of the five forbidden ones. The party game where the constraint is the whole game.

Taboo is the verbal cousin of Charades. One person tries to make their teammates say a target word, but they can't use the word itself, and they can't use any of the five "taboo" related words printed alongside it. Suddenly Apple isn't allowed to be "fruit, red, tree, doctor, or iPhone", and you have to find another path. This guide covers the full rules including setup, scoring, the buzzing system, and both solo and team variations.

What you need to play

Solo mode (rotate through the room)

In solo mode the room takes turns being the explainer, and everyone else guesses. Scores are kept individually for the explainer. There's no permanent buzzer; if anyone notices a forbidden word they call it out.

  1. Players sit in a circle. Pick the first explainer.
  2. The explainer sees one card privately: the target word + the 5 forbidden words.
  3. The timer starts. The explainer begins talking. They can describe, define, give context, do impressions, anything as long as they don't say the target word, any forbidden word, or any obvious fragment of either.
  4. Everyone else guesses out loud. Many guesses can fly at once — that's good, that's the whole point.
  5. When someone guesses the target word, the explainer confirms ("yes!"), the timer stops, and the explainer scores 1 point.
  6. If the explainer accidentally uses a forbidden word, anyone in the room can call "buzz!" and the round ends with 0 points (or -1 in stricter rules).
  7. If the explainer is stuck, they can say "skip" and draw the next card; this costs them 1 point so it isn't a free re-roll.
  8. If time runs out, the round ends with 0 points and the actual word is revealed.
  9. The next player in the circle becomes the explainer. Repeat until everyone has gone an agreed number of times.
  10. Highest individual score wins.

Team mode (classic Taboo)

In team mode the room splits into 2-4 teams. One team is "active" each round. A member of the active team becomes the explainer. The opposing team(s) act as buzzers — they watch for forbidden words and call them out.

  1. Divide players into 2-4 roughly equal teams. Sit so that teammates can see each other.
  2. One team starts as active. The first active-team player becomes the explainer for round 1; the next becomes the explainer for round 2 when the team is active again, and so on.
  3. The explainer sees the card. Their teammates guess; the opposing team watches the card and listens for forbidden words.
  4. Timer starts. Same rules as solo: describe, define, gesture without saying the target word, the forbidden words, or fragments of either.
  5. If a teammate guesses correctly within the time limit: the team scores (typically 1 point per word guessed in the round; some variants give bonus points for difficulty).
  6. If the opposing team buzzes a forbidden word: the round ends, that card is discarded, and the explainer takes the next card if time remains. Some rules also award a "buzz point" to the opposing team.
  7. If the explainer says "skip" or runs out of time on a card: the round ends with 0 points for that card.
  8. Active team rotates after each round (clockwise or by lowest score gets to go next, you choose).
  9. Game ends after a fixed number of rounds OR when one team reaches a target score (often 30-50 points depending on group size).

What counts as a buzz

This is where house rules vary the most. Strict tournament rules say:

Casual rules relax most of these. A common house rule is "fragments don't count as long as the explainer didn't say the whole word." Another is "no buzz on technical/scientific synonyms — only on the everyday version."

What the explainer CAN do

Difficulty tiers

Most Taboo variations split words into three tiers, and time/score per word scales with the tier.

Common house variants

Why the game works

Taboo's design is a lesson in good constraints. A blank "describe this word" prompt would be too easy; a "describe this word using only mime" prompt would be too hard (that's Charades). Five forbidden words is the perfect middle: enough constraint that you can't take the obvious path, but enough room that you can almost always find a creative angle. The forbidden words are also chosen to be the most natural ways someone would describe the target — so the game forces you to think about a familiar concept from an unfamiliar direction.

That's also what makes Taboo great for language learners: it pushes you to access vocabulary you don't normally use. Many language schools include Taboo as a speaking exercise for exactly this reason.

Try it now

You can play Taboo on gamingrooms.net right in your browser, free, no signup. Pick solo or team mode, share the room code with friends, and let the game pick words at the difficulty tier your group wants. Comes with hundreds of words across 8 categories in English, Persian and German.

Play Taboo →