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Snake Oil

An inventor’s best idea may come from two words that should never belong together. Snake Oil gives everyone the same customer but different raw material for a product. The pleasure is hearing how each person makes their invention sound useful. Use everyday customers and clean word cards; pitches sell imaginary conveniences, not real products.

3–10 peopleOne complete customer rotationSnake Oil base game, with clean word and customer cards selected in advance; optional 30-second timer.
An adult pitching an imaginary product made from two word cards to friends.
In this guide

The quick version

Deal six word cards each. One customer draws and announces a customer identity. Everyone else selects two words for a product and pitches it in about 30 seconds. The customer awards their card to one seller. Discard used words, refill to six and move the customer role clockwise. After everyone has been the customer once, most customer cards wins.

Get ready

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Give inventions a clear audience

Separate and shuffle customer and word decks after removing unsuitable content. Use the original clean base-game pool, not adult expansions, and screen your copy before play. Deal six word cards each. Choose the first customer, who draws a customer card and selects one printed identity as the audience for this round.

The customer briefly describes an ordinary need consistent with that identity. For an original example, a gardener might want to keep track of tools. This is an optional house teaching aid; it must be announced before sellers select cards and cannot change after pitches start.

Make two words sound indispensable

Each seller chooses exactly two cards from their hand and combines them into a product name. Decide what the invented product does and how it helps this customer. Do not borrow cards from another player or add a third product word.

Hear sellers in clockwise order from the customer’s left, using about 30 seconds per pitch. This fixed order is the guide’s house convention. Put the two chosen cards face up while speaking. Other sellers listen without interrupting or changing the customer’s needs midway through the pitches.

The customer chooses one product and gives that seller the customer card as a point. No purchase or real-world claim follows. Discard the two words from every pitch and refill those hands to six. The former customer keeps their unused hand, and the next player becomes customer.

After one complete customer rotation, count customer cards. Highest count wins; tied leaders share the win in this guide. A fresh game starts with shuffled hands and a new customer rotation.

A clear use beats a complicated backstory

Ask first-time sellers to say the product name, the problem it solves and one example of using it. Keep the focus on the invention rather than mocking a customer identity. Replace any uncomfortable customer before anyone chooses product cards. If words run out, shuffle discarded word cards into a new draw pile.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Snake Oil · See main rules

House suggestion

Three-word invention

Choose three word cards per product instead of two and refill all three after pitching. Keep six-card hands and the same customer rotation. Extra words must all matter to the product.

Snake Oil · See main rules

House suggestion

One question from the customer

After each pitch, the customer asks one practical question about that invention. Give the seller one brief answer before hearing the next pitch. Judge only after everyone has had the same opportunity.

Snake Oil · See main rules

House suggestion

Surprise second word

Choose one word from your hand, then reveal the top word of the deck as your product’s second word when your pitch starts. Discard both afterward but draw only one into your hand, restoring six.

Snake Oil · See main rules

House suggestion

Thirty-word pitch

Limit a pitch to 30 spoken words, including the product name. The table counts generously rather than interrupting for every mistake. No follow-up pitch is allowed before the customer chooses.

Snake Oil · See main rules

House suggestion

Pair of inventors

With exactly seven or nine people, choose one customer and pair the remaining players clockwise as sellers. Each pair gets a shared six-card hand and alternates sentences in its pitch. After judging, move the customer role clockwise and rebuild pairs from the next seat. Play one round per person as customer; award 1 point to each member of the winning pair. Highest individual total wins, with shared ties.

About this guide

Core six-card hands, two-word products, customer judgment and one-rotation finish follow publisher guidance. Clean selection, fixed pitch order, customer-need teaching aid, ties and all five variations are house choices.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

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