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A Sign Vocabulary That Works

A small, fixed set of gestures for the mute player, agreed before the timer runs, that covers every module on the bomb.

Updated October 11, 2026

Checked with game version 1.1.0

The mute player has the emote wheel, finger counts, nodding, pointing and thrown objects, and nothing else. Every module needs at most a handful of answer types, so agree a small vocabulary once and never improvise under the timer. This is a proposal that fits every module on this wiki; adapt it to your team.

The core set

MeaningSignUsed by
Yes / correctNod, or thumbs up from the wheelEvery module, confirming a candidate the deaf player names
No / wrongHead shake, or thumbs downEvery module
Wait, I am looking it upFlat hand raisedEvery lookup
Say it againCircling finger, or the "?" emoteAny packet you did not catch
Numbers 1 to 9Fingers, held still for a secondCable position, Soundboard positions, Piano keys, Switch digits, Maze steps
ZeroClosed fistCalculator final key, Morse digit
Up / DownPoint up or down with the whole arm, not the thumb (thumbs are yes/no)Color Slider, Switch, Direction, Maze
Left / RightPoint sideways, from the blind player's point of viewDirection, Maze
ColourNod when the deaf player names it; do not try to mime coloursCable, Symbol, Monkey-Says

Two rules keep this reliable. First, one sign at a time: hold it until the deaf player repeats it out loud, then drop it. Second, the deaf player always narrates what they see ("three, up, yes"), because that is the only way the mute player learns whether the sign arrived.

When the wheel is not enough

Players have filled the gaps in the emote set with the van's props: hold up a banana for yellow, the dynamite for red, a bottle for green, point at the fridge for blue. The basketball has become the usual sign for zero, since the gesture set has none; other teams show "10" for zero. Piano notes can be signed as finger counts by alphabet position (A = 1 … G = 7) if your team prefers that to key positions. Pen and paper next to the keyboard is fair game for Morse and Maze.

Per module

  • Cable: the deaf player names the candidate colours one by one; nod at the right one. Or show the position as a finger count.
  • Direction: point the arrow. Agree before the round that left and right mean the blind player's left and right.
  • Calculator: finger count for the final key, fist for zero.
  • Switch: four signs in order, one per switch: up or down. Pause between them so they do not merge.
  • Symbol: nod at the colour the deaf player names, one stage at a time.
  • Piano and Soundboard: finger counts for key positions or grid positions in order, with a pause between each.
  • Morse: finger count per socket, fist for zero. Let the deaf player say the socket number first.
  • Color Slider: up or down per slot, in slot order.
  • Maze: direction plus a finger count for the steps, one leg of the route at a time.
  • Monkey-Says: nod at the colour, then let the history keeper read the full sequence back.