Section 5: Rules of Play
Starting a Round
Before the first command, Simon confirms the game format, the command phrase, the playing boundaries, the consequences of an error, and any special timing rule. A round begins when Simon announces that play is starting and then delivers the first command.
Valid Commands
A command is valid when it begins with “Simon says” and clearly describes an allowed action. For example, “Simon says touch your shoulder” must be obeyed. A command such as “Touch your shoulder,” without the command phrase, must be ignored.
The phrase must belong to the current instruction. Mentioning Simon elsewhere in a sentence does not make it valid. For example, “Jump because Simon says so” is invalid under the standard game because it does not begin with the agreed phrase.
Responding to Commands
Players must begin a valid action within a reasonable response period set by the pace of the game. For an instant command, they complete the action once. For a continuing command such as “Simon says keep one hand raised,” they maintain the action until Simon validly changes or ends it.
A player must not begin an invalid action. A small involuntary flinch may be ignored in casual play, but a clear attempt to perform the commanded movement counts as a response.
Ending or Replacing an Action
If players are maintaining an action, an instruction to stop is itself subject to the command phrase. “Put your hands down” must be ignored if it does not begin with “Simon says.” A new valid command replaces any incompatible continuing command. Compatible commands may be cumulative if Simon makes that intent clear.
Fair Command Delivery
Simon may vary speed and use harmless deception, such as demonstrating the wrong motion. Simon may not make a command retroactively valid, merge separate statements after players have reacted, conceal key words through deliberately unintelligible speech, or penalize players for differing reasonable interpretations of an ambiguous instruction.
Ending a Round
An elimination round ends when only one player remains, when all remaining players make an error on the same command, or when a preset time or command limit is reached. If everyone is eliminated simultaneously, the last command may be replayed, all players who began it may share the round, or the round may restart according to the announced house rule.
Common Variations
- Three Lives: Each player begins with three lives and loses one for each error. A player remains active until all lives are lost.
- Silent Simon: The valid-command signal is a clearly defined gesture rather than the spoken phrase.
- Speed Round: Simon increases the pace while still allowing a consistent, reasonable chance to respond.
- Reverse Simon: Players do the opposite of each valid command when a safe and obvious opposite exists.
- Memory Chain: Each valid command adds an action to a sequence that players must repeat in order.
- Cooperative Challenge: The group tries to complete a target number of commands with no more than an agreed number of combined errors.