Categories
Board Games Rules & Disputes

Codenames Spymaster Rules: Can They Acknowledge Guesses?

Many players mistakenly believe the spymaster can provide verbal guidance or confirmation when operatives are guessing words from previous turns.

No, according to the Czech Games Edition Official Rulebook, the spymaster cannot acknowledge or tell operatives if they are missing words from a previous clue.

Codenames Official Rulebook, Czech Games Edition, [page not specified]

Expertise: Board game rules expert and content writer. | Verification: Cross-referenced official rulebook text regarding spymaster restrictions. | Purpose: Resolve the #1 confusion regarding spymaster communication during multi-turn guessing.
Key Insight: To avoid arguments, establish that the spymaster must remain silent regarding previous clues before the first turn begins.

These rules correspond to the US edition of Codenames.

Official Rule Breakdown

Regarding whether a spymaster can acknowledge guesses, the official rules state that the spymaster must not tell operatives if they are missing words from a previous clue. While operatives are permitted to guess words from a previous turn's clue—even with their first guess of the current turn—the spymaster's information is strictly limited to what can be conveyed with one word and one number. The spymaster is expected to keep a straight face and must not react to misguided ideas or …

Example Play Situation

Alice is the spymaster and Bob is an operative. On a previous turn, Alice gave the clue 'tree: 2'. On the current turn, Bob decides to use his first guess to touch 'NUT' to see if it relates to the previous 'tree' clue. Alice must remain silent and keep a straight face, even if Bob is clearly trying to catch up on missed words.

Codenames rules rule situation

Common Misconceptions

  • Spymasters can give verbal hints about missed words
  • Spymasters can use facial expressions to confirm a guess
  • Spymasters can mention previous clues to help operatives

Quick Reference

You CanYou Cannot
Keep a straight face during discussionTell operatives if they are missing words from a previous clue
Act as though a correct guess was exactly what you intendedMention previous clues unless asked to repeat them
Cover words with the corresponding color agent cardReach for any card while teammates are considering words

Frequently Asked Questions

What is the official rule for spymasters acknowledging guesses in Codenames?
The spymaster must not tell operatives if they are missing words from a previous clue.
Can I guess a word from a previous turn's clue?
Yes, operatives can guess words from a previous turn's clue, even with their first guess of the turn.
Is it allowed to mention a previous clue to help my team?
No, you cannot mention previous clues unless you are specifically asked to repeat them.
What happens if the spymaster accidentally gives an invalid clue?
The team's turn ends immediately, and the opposing spymaster may cover one of their own words.
Categories
Board Games Word Games

Codenames Official Rules: Clue Visibility and Restrictions

Many players wonder if they can use a word that is already visible on the board as a clue to help their team guess other words.

According to the Czech Games Edition Official Rulebook, your clue cannot be any of the codenames visible on the table.

Codenames Official Rules, [edition not specified], p.[page not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding clue validity and compound words. | Purpose: Resolve the #1 confusion regarding clue legality and visible words on the board.
Key Insight: To avoid arguments, establish whether you will strictly enforce the 'compound word' rule before the first clue is given.

These rules correspond to the US edition of Codenames.

Official Rule Breakdown

The official rules state that a spymaster's clue must be exactly one word and cannot be any of the codenames visible on the table. This restriction applies to all words currently in the 5-by-5 grid. However, as the game progresses and codenames are covered up by agent cards, a clue that was previously illegal may become legal once the word is no longer visible on the table. Additionally, you cannot use any part of a compound word that is on the table; for example, if HORSESHOE is visible…

Example Play Situation

Alice is the spymaster for the Red Team. She wants to use the clue 'tree: 2' for the words NUT and BARK. However, if the word TREE is already visible on the table as a codename, she cannot use it. She must choose a different word that relates to the meanings of NUT and BARK without using the visible word itself.

Codenames rules rule situation

Common Misconceptions

  • Using a word that is partially contained within a visible compound word
  • Thinking a clue becomes legal only after the game ends
  • Using a word that is visible but not part of the team's target words

Quick Reference

You CanYou Cannot
Use one word as a clueDo not use any form of a visible word on the table
Include a number to indicate how many words relate to the clueDo not use parts of a compound word visible on the table
Use words that are not currently visible on the tableDo not give extra hints or conversational filler

Frequently Asked Questions

What is the official rule for clues in Codenames?
Clues must be one word and cannot be any word visible on the table.
Can I say 'horse' if the word 'HORSESHOE' is on the board?
No, you cannot say any part of a compound word that is on the table.
Is it allowed to use a word that has already been covered up?
Yes, once a word is covered by an agent card, it is no longer visible and can be used.
What happens if a spymaster accidentally uses a visible word?
The team's turn ends immediately, but the opposing spymaster may allow it if it didn't harm the game.
Categories
Board Games FAQ & Clarifications

Codenames Official Rules: What Happens When Touching Assassin

Many players mistakenly believe that touching the assassin simply ends a turn, but the official rules dictate a much more severe consequence.

According to the Czech Games Edition Official Rulebook, if a field operative touches the assassin, the game ends immediately and that team loses.

Codenames Official Rules [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding game end conditions. | Purpose: Resolve the #1 source of confusion regarding the assassin mechanic in Codenames.
Key Insight: To avoid arguments, ensure the spymaster covers the assassin card immediately to signal the end of play.

These rules correspond to the UK edition of Codenames.

Official Rule Breakdown

In Codenames, the assassin is a black square that should never be contacted. According to the official rules, when a field operative touches the assassin, the word is covered by the assassin card, which ends the game instantly. The team that made contact with the assassin is declared the loser. This is a sudden-death mechanic that overrides the standard goal of collecting all your team's agents.

Step-by-Step

  1. Step 1: A field operative selects a codename on the table.
  2. Step 2: The operative touches the chosen word.
  3. Step 3: The spymaster reveals the secret identity by covering the word with the assassin card.
  4. Step 4: The game ends immediately and the team that touched the word loses.

Example Play Situation

Alice is playing as a field operative for the Red Team. Her spymaster, Bob, gives the clue 'Water: 2'. Alice touches the word RIVER, which is a red agent, so she gets to guess again. However, Alice then touches the word HORN, which is the assassin. Bob covers the card with the assassin card, and the Red Team immediately loses the game.

Codenames rules rule situation

Common Misconceptions

  • Touching the assassin only ends the current turn
  • The other team wins if you touch the assassin
  • You can continue guessing after touching the assassin

Quick Reference

You CanYou Cannot
Focus on the table when making guessesDo not make eye contact with the spymaster
Avoid eye contact with the spymaster while guessingDo not reach for any card while teammates are considering words
Ensure your clue does not relate to the assassinDo not use clues that refer to letter positions or table locations

Frequently Asked Questions

What is the official rule for touching the assassin in Codenames?
The game ends immediately and the team that touched the assassin loses.
Does the other team win if I touch the assassin?
Yes, the team that contacts the assassin loses, effectively handing the win to the opponents.
Can I keep guessing if I hit the assassin?
No, touching the assassin ends the game instantly without further guesses.
What happens if a spymaster gives an invalid clue?
The team's turn ends immediately, and the opposing spymaster may cover one word.
Categories
Board Games FAQ & Clarifications

Codenames Clue Meaning Rules: Official Codenames Guide

Many players mistakenly believe they can use any word that sounds similar to a target word, but official play requires a connection to the word's actual meaning.

According to the Codenames Official Rulebook, clues must refer to the meanings of words rather than just their sounds.

Codenames Official Rules, [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding soundalikes and rhymes. | Purpose: Resolve the #1 confusion regarding soundalike and rhyme validity in Codenames.
Key Insight: To avoid arguments, establish whether your group allows soundalike clues before the first round starts.

These rules correspond to the US edition of Codenames.

Official Rule Breakdown

In traditional Codenames, soundalike clues are permitted only if they are about the meanings of words. For example, 'snail' is a valid clue for 'MAIL' because it is a common phrase, but 'snail' is not a valid clue for 'SCALE' unless the group has a specific contextual reason (like weighing snails). Similarly, 'night' is not a valid clue for 'ARMOR' or 'MOON' based on sound alone. However, the Codenames app allows all sounda…

Example Play Situation

Alice is the spymaster and Bob is a field operative. Alice wants to hint at 'GOLD' and 'CAPTAIN' using the clue 'L-e-a-d'. Bob correctly identifies the connection to the meaning of the metal and the leadership role, rather than just the sound of the word.

Codenames rules rule situation

House Rules

[HOUSE RULE] Some groups allow 'soundalike' clues (e.g., using 'night' for 'KNIGHT') or allow all types of rhyming clues to increase difficulty or fun, provided the opposing spymaster agrees.

Common Misconceptions

  • Using a word just because it rhymes without a semantic link.
  • Using soundalikes like 'knight' for 'night' in the standard tabletop version.
  • Thinking all rhymes are automatically valid regardless of meaning.

Quick Reference

You CanYou Cannot
Use rhymes that refer to the actual meaning of the wordsUse soundalikes that only mimic the sound (e.g., 'night' for 'knight')
Use soundalikes if they relate to the word's meaningUse any form of a word visible on the table
Spell out your clue if requested by an opponentUse melodies or accents as a clue

Frequently Asked Questions

What is the official rule for clues in Codenames?
Clues must be one word and must refer to the meanings of the target words.
Can I use a rhyme if it only sounds similar but has no meaning connection?
No, rhymes are only valid when they refer to the meanings of the words.
Is it allowed to use 'night' as a clue for 'KNIGHT'?
No, in traditional play, soundalikes are only valid if they relate to meaning.
What happens if I use a word that is part of a compound word on the table?
That is an invalid clue; you cannot use any part of a compound word visible on the table.
Categories
Board Games Card Play Rules

Codenames Assassin Card Official Rules & Gameplay Guide

Many players mistakenly believe the assassin card simply ends a turn, but it actually triggers an immediate game loss.

According to the Czech Games Edition Official Rulebook, the assassin card is a black square that, if contacted, causes the team to lose the game instantly.

Codenames Official Rulebook, [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding game end conditions. | Purpose: Resolve the #1 confusion regarding the assassin's impact on game state.
Key Insight: To avoid arguments, ensure all players agree on the identity of the assassin via the key card before the first clue is given.

These rules correspond to the US edition of Codenames.

Official Rule Breakdown

The assassin is a single black square identified on the key card. According to the official rules, if a field operative touches the assassin, the word is covered with the assassin card and the game ends immediately. The team that made contact with the assassin loses the game. Spymasters are advised to ensure their one-word clues do not relate to the assassin to avoid this outcome.

Example Play Situation

Alice is the spymaster for the Red Team. She gives the clue 'Water: 2'. Bob, a field operative, touches the word 'STREAM' and it is a red agent. Bob then touches 'HORN', which is the assassin. The game ends immediately and Alice's team loses.

Codenames rules rule situation

Common Misconceptions

  • Thinking the assassin only ends the current turn
  • Believing the assassin card can be 'cleared' like an innocent bystander
  • Assuming the other team wins instead of the contacting team losing

Quick Reference

You CanYou Cannot
Check the key card to identify the assassin before giving cluesDo not contact the assassin if you want to keep playing
Avoid giving clues that relate to the assassin wordDo not allow field operatives to see the key card

Frequently Asked Questions

What is the official rule for the assassin in Codenames?
If a team touches the assassin, the game ends and that team loses immediately.
Can I guess the assassin and then keep playing?
No, touching the assassin ends the game and results in an instant loss.
What happens if a spymaster accidentally gives a clue for the assassin?
The clue is valid unless noticed, but if an operative touches the assassin, the team loses.
Does the assassin count as an innocent bystander?
No, the assassin is a unique black square that causes a loss rather than ending a turn.
Categories
Board Games Card Play Rules

Skip-Bo Official Rules: Playing Multiple Cards on Build Piles

Many players mistakenly believe they must play only one card per turn, but the rules allow for continuous play if the sequence is correct.

Yes, according to the Mattel Official Rulebook, you can play multiple cards in a single turn if they follow the required numerical sequence.

Skip-Bo Official Rules 2009, [page not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text for sequence and turn mechanics. | Purpose: Resolve the #1 confusion regarding turn length and multiple card plays in Skip-Bo.
Key Insight: To avoid arguments, ensure everyone agrees that SKIP-BO cards can represent any number in a sequence before the first deal.

These rules correspond to the US edition of Skip-Bo.

Official Rule Breakdown

Regarding whether you can play multiple cards on one building pile in Skip-Bo, the official rules state that you may continue playing cards from your STOCK pile, DISCARD pile, or hand onto the BUILDING piles as long as they follow the required numerical sequence (1 through 12). If you play all 5 cards from your hand, you may draw 5 more from the DRAW pile and continue your turn. Building piles must be developed numerically in sequence, and SKIP-BO cards act as wild cards that can be played as any number to facilitate this sequence.

Step-by-Step

  1. Step 1: Draw 5 cards from the DRAW pile to start your turn.
  2. Step 2: Use a 1 or a SKIP-BO card to start a new BUILDING pile if one is not already active.
  3. Step 3: Play the next card in the numerical sequence from your hand, STOCK pile, or DISCARD pile onto a BUILDING pile.
  4. Step 4: Continue playing sequential cards as long as you have valid moves available.
  5. Step 5: If you play all 5 cards in your hand, draw 5 more cards and continue the process.
  6. Step 6: End your turn by discarding one card from your hand onto a DISCARD pile if you cannot make further moves.

Example Play Situation

Alice draws 5 cards. She plays a 1 to start a BUILDING pile, then plays a 2 and a 3 from her hand onto that same pile. Since she has played all her cards, she draws 5 more and continues her turn by playing a SKIP-BO card as a 4.

Skip-Bo rules rule situation

Common Misconceptions

  • Thinking you can only play one card per turn
  • Believing you can play cards out of numerical order on a building pile
  • Assuming building piles must be started by every player

Quick Reference

You CanYou Cannot
Play cards in sequential order (1-12)Play a number out of sequence on a building pile
Use SKIP-BO cards as wild numbersStart a building pile with any number other than 1 or a SKIP-BO card
Draw 5 new cards if your hand is empty during a turn

Frequently Asked Questions

What is the official rule for playing multiple cards on one build pile in Skip-Bo?
You can play multiple cards in one turn if they follow the 1-12 numerical sequence.
Can I play a 5 on a building pile that currently has a 3?
No, you must play the 4 first to maintain the numerical sequence.
Is it allowed to use a SKIP-BO card to skip a number in a sequence?
Yes, SKIP-BO cards are wild and can represent any number needed for the sequence.
What happens if I run out of cards in my hand during my turn?
You draw 5 new cards from the DRAW pile and can continue your turn.
Categories
Board Games FAQ & Clarifications

Cluedo Official Rules: Wrong Accusation & Elimination

Many players mistakenly believe they can continue making suggestions or accusations after they have been eliminated from the game.

According to the Waddingtons Cluedo Official Rulebook, if an accusation is wrong, the player is out of the game.

Cluedo Instructions, Waddingtons Computer Edition, [page not specified]

These rules correspond to the UK edition of Cluedo.

Official Rule Breakdown

When a player makes an accusation and it is incorrect, that player is immediately removed from active play. According to the Cluedo Instructions, the player is 'out of the game and only participates in order to be a suspect and to show cards as appropriate.' This means the player can no longer make suggestions, move their piece, or make further accusations, but they must still show clue cards when requested by other players during their turns to help solve the mystery.

Step-by-Step

  1. Step 1: The player makes a full accusation (suspect, weapon, and room) in secret.
  2. Step 2: The program or players reveal the 'Murder Cards' in the envelope.
  3. Step 3: If the accusation does not match the cards, the player is declared out of the game.
  4. Step 4: The player remains in the game only to serve as a suspect and show cards when prompted.

Example Play Situation

Alice makes an accusation of Professor Plum with the Spanner in the Library. Bob reveals the cards and shows that the actual murderer is Miss Scarlett. Alice is now out of the game, but when Bob makes a suggestion later, Alice must still show him a card if she has one.

Clue/Cluedo rules rule situation

Common Misconceptions

  • Thinking you can keep playing after a wrong accusation
  • Believing you are completely removed from the table after being out
  • Assuming you can make further suggestions after being eliminated

Quick Reference

You CanYou Cannot
You can show cards to other players when askedYou cannot make any further questions
You can act as a suspect for others' investigationsYou cannot make any further accusations
You cannot move your piece on the board

Frequently Asked Questions

What is the official rule for making a wrong accusation in Cluedo?
The player is out of the game but must still show cards as a suspect.
Can I keep playing if I guess the wrong person?
No, you are out of the game, though you still show cards for others.
What happens if I fail to show a card during a suggestion?
You are penalised by being out of the game, similar to a wrong accusation.
Do I have to show my cards after I am eliminated?
Yes, you participate only to be a suspect and show cards as appropriate.
Categories
Board Games Penalties & Draw Cards

Exploding Kittens NOPE Card Stacking Official Rules

Many players wonder if they can stack multiple NOPE cards to create an endless chain of negations.

Yes, according to the Exploding Kittens Official Rulebook, you can play a NOPE on another NOPE to create a 'Yup'.

Exploding Kittens Official Rules, [edition not specified], [page not specified]

These rules correspond to the UK edition of Exploding Kittens.

Official Rule Breakdown

Regarding the stacking of NOPE cards, the official rules state that you can play a NOPE on another NOPE to negate it and create a Yup, and so on. A NOPE card can be played at any time before an action has begun, even if it is not your turn, to stop any action except for an Exploding Kitten or a Defuse Card. When a NOPE is played, imagine that any cards beneath that NOPE card never existed, and any cards that have been noped are lost and must be left in the Discard Pile. This mechanism even applies to playing a NOPE on a SPECIAL COMBO.

Step-by-Step

  1. Step 1: An action is initiated by a player.
  2. Step 2: Another player plays a NOPE card to stop that action.
  3. Step 3: A subsequent player may play another NOPE card to negate the previous NOPE, creating a 'Yup'.
  4. Step 4: This chain continues until a player chooses not to play a NOPE or the action is successfully stopped.

Example Play Situation

Alice plays an attack card to force the next player to take two turns. Bob immediately plays a NOPE card to cancel Alice's attack. Charlie then plays another NOPE on Bob's card, turning the negation into a 'Yup'.

Exploding Kittens rules rule situation

Common Misconceptions

  • Thinking a NOPE cannot be played on another NOPE
  • Believing a NOPE can stop an Exploding Kitten
  • Assuming you can only play NOPE cards on your own turn

Quick Reference

You CanYou Cannot
Play a NOPE on another NOPE to create a YupAttempt to use a NOPE to stop an Exploding Kitten
Play a NOPE at any time before an action beginsAttempt to use a NOPE to stop a Defuse Card
Use a NOPE to stop any action except Exploding Kittens or Defuse CardsKeep noped cards in the hand; they must go to the Discard Pile

Frequently Asked Questions

What is the official rule for stacking NOPE cards in Exploding Kittens?
You can play a NOPE on another NOPE to negate it and create a Yup, continuing the chain.
Can I play a NOPE card if it is not my turn?
Yes, you can play a NOPE at any time before an action has begun, regardless of whose turn it is.
Does a NOPE card work against an Exploding Kitten?
No, a NOPE can stop any action except for an Exploding Kitten or a Defuse Card.
What happens to cards that have been noped?
Any cards that have been noped are lost and must be left in the Discard Pile.
Categories
Board Games Card Play Rules

Phase 10 Official Rules: How to Hit and Add Cards

Many players mistakenly believe they can only interact with their own completed phases, but the rules allow for strategic 'hitting' on any phase on the table.

According to the Phase 10 Official Rulebook, you can add cards to any phase already laid down on the table, whether it is your own or another player's.

Phase 10 Official Rules [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official PDF manual and trusted secondary rule sources. | Purpose: Resolve the #1 confusion regarding hitting other players' phases.
Key Insight: To avoid arguments, ensure everyone agrees on the 'hitting' rule before the first hand begins.

These rules correspond to the US edition of Phase 10.

Official Rule Breakdown

The process of adding cards to existing phases is known as 'Hitting.' According to the official manual, you may make a hit by putting a card directly on a phase already laid down on the table. This card must properly fit with the cards already down, such as adding a '4' to an existing set of '4s' or a '2' to a run of '3, 4, 5, 6.' Crucially, before you can perform a hit, your own Phase must already be laid down. You may hit your own cards, another player's cards, or both, and you may only do so during your turn (Phase 10 Official Rulebook, [page not specified]).

Step-by-Step

  1. Step 1: Successfully lay down your own Phase on the table.
  2. Step 2: On a subsequent turn, draw a card from the draw pile or discard pile.
  3. Step 3: Identify a card in your hand that can be directly added to an existing Phase (yours or an opponent's).
  4. Step 4: Place the card onto the existing Phase to 'hit' it.
  5. Step 5: Discard one card from your hand to end your turn.

Example Play Situation

Alice has already laid down her Phase 1. On her turn, Bob draws a card and sees a '7' in his hand. Since Bob's own Phase is already on the table, he can legally place that '7' onto Alice's existing set of '7s' to make a hit.

Phase 10 rules rule situation

House Rules

[HOUSE RULE] Some groups play with a variation where players can play additional cards on top of other completed phases for strategic advantages, though this is not part of the standard rulebook.

Common Misconceptions

  • Thinking you can only hit your own phases
  • Attempting to hit a phase before your own phase is laid down
  • Adding a card that does not logically fit the existing set or run

Quick Reference

You CanYou Cannot
You can hit your own cardsYou cannot hit a phase if your own phase is not yet laid down
You can hit another player's cardsYou cannot hit a phase if the card does not properly fit the sequence or set
You can add Wild cards to any valid situationYou cannot hit during someone else's turn

Frequently Asked Questions

What is the official rule for hitting in Phase 10?
You can add cards to any laid-down phase if your own phase is already on the table.
Can I add a card to an opponent's phase?
Yes, you can hit another player's cards as long as you have already laid down your own phase.
What happens if my own phase isn't on the table yet?
You are not allowed to make a hit until your own Phase has been successfully laid down.
Do I have to hit my own cards only?
No, you have the option to hit your own cards, another player's cards, or both.
Categories
Board Games FAQ & Clarifications

Sushi Go! Chopsticks Exchange Rules: Official Guide

Many players mistakenly believe the Chopsticks card stays on the table to be used again immediately, but the official rules require it to be passed on.

According to the Sushi Go! Official Rulebook, the Chopsticks card must be returned to your hand before the hand-passing phase occurs.

Sushi Go! Official Rulebook, [page not specified]

These rules correspond to the US edition of Sushi Go!.

Official Rule Breakdown

The process for using Chopsticks involves a specific sequence to ensure the card is passed to the next player. If a player has a Chopsticks card in front of them, they first choose one card from their hand as usual. Before other players reveal their cards, the player calls out 'Sushi Go!' and selects a second card from their hand, placing both face-down on the table. Once all players reveal their chosen cards, the player who used the Chopsticks must put that card back into their hand. This ensures the Chopsticks card is included in the hand that is then passed to the player on their left, allowing others to potentially use it in subsequent turns. While a player may have multiple Chopsticks cards in front of them, they may only use one per turn (Source: Sushi Go! Official Rulebook, [page not specified]).

Step-by-Step

  1. Step 1: Choose the first card you wish to keep from your hand as usual.
  2. Step 2: Before others reveal their cards, call out 'Sushi Go!' and select a second card from your hand.
  3. Step 3: Place both selected cards face-down on the table.
  4. Step 4: Wait for all players to reveal their chosen cards.
  5. Step 5: Put the Chopsticks card back into your hand before passing your remaining hand to the left.

Example Play Situation

Alice has a Chopsticks card in front of her. She chooses a Tempura and then calls 'Sushi Go!' to take a second card, a Sashimi. After everyone reveals their cards, Alice puts her Chopsticks card back into her hand so that Bob receives it when she passes her hand.

Sushi Go! rules rule situation

Common Misconceptions

  • Thinking the Chopsticks card stays on the table for the next turn
  • Using multiple Chopsticks cards at once to take more than two cards
  • Revealing the second card before calling 'Sushi Go!'

Quick Reference

You CanYou Cannot
Call out 'Sushi Go!' before revealing cardsDo not leave the Chopsticks card on the table during the pass
Return the Chopsticks card to your hand before passingDo not take three cards even if you have two Chopsticks cards
Use only one Chopsticks card per turn

Frequently Asked Questions

What is the official rule for using Chopsticks in Sushi Go!?
Call 'Sushi Go!' to take two cards, then return the Chopsticks card to your hand before passing.
Can I use two Chopsticks cards at the same time?
No, you may only use one Chopsticks card per turn.
When do I put the Chopsticks card back in my hand?
You put it back after everyone reveals their cards but before hands are passed.
Do I keep the Chopsticks card in front of me if I have two?
Yes, you can have multiple, but you only use one per turn.