The Rules of Pam Pam Pam
The rules of Pam Pam Pam are built on a closed, six-phase cycle — from recognition through physical action to feedback. The rules provide a predictable, safe framework: the child knows exactly what comes next.
The goal
Every card shows coloured symbols — and the mathematical rule guarantees that between any two cards exactly one symbol matches: in colour, shape and value alike. Your task: find that single match, place your discs, and validate the answer.
Whoever collects the most cards wins.
The tools
The Game Round — six phases, every round
Every round follows the same six steps.
PHASE ①
Dealing
Each player receives a face-down card — this becomes their own card. The draw pile goes in the centre of the table, face up. The Game Master gives the start signal: everyone turns over their own card at the same time. Before turning, hands rest on the edge of the table or on their knees.
PHASE ②
Recognition
You compare your own card with the top card of the draw pile. The goal: find the single symbol that matches on both cards — in colour, shape and value alike.
PHASE ③
Inhibition — the Silent Zone
The most important rule of the game. At the moment of recognition, calling out is forbidden. The impulse must be held back, and the recognition must be converted into physical action — disc placement. For children with vocal tics or Tourette syndrome, involuntary vocalisation is not a rule violation.
PHASE ④
Planning and Execution (Motor Action) — disc placement
From the disc tray, you select the three discs: a colour disc, a shape disc and a value disc. You place them on the response strip in a fixed order — Colour–Shape–Value — following your own reading and writing direction. This is the essence of Forced Delay.
PHASE ⑤
Validation — the Stop Signal
When you have finished, you remove the strip and place it on the table. You signal ‘Stop!’ — the others halt. There are two forms of validation, both equivalent: spoken (‘Red, Circle, Five!’) or non-spoken (strip only; strip + pointing; or strip + pointing + ‘Pam Pam Pam’ — spoken or via an AAC device). In spoken validation, the three properties must be named — generic exclamations (‘Got it!’, ‘Here!’) are invalid.
PHASE ⑥
Winning (the Card)
If the strip is correct, you take the top card of the draw pile — this becomes your new own card. After that, you put the discs back on the disc tray.
Board Reset — what happens in case of an error?
Handling calling out
Simplified mode
For beginner groups. The player who called out returns their discs and silently starts over. Consequence: lost time.
Strict mode
For advanced players and competitive settings. The player who called out sits the round out — hands on the edge of the table. They do not lose a card.
Victory
The game continues until the draw pile runs out. Each player counts the cards they have collected — whoever has the most wins. In the event of a draw, those concerned play one more game.
Validation — the discs speak
Speech ability does not determine success. The order of the discs carries the information — placing the response strip is, in itself, complete communication.
The three levels of communication are equivalent:
Level 1 — strip only (lowest threshold)
Level 2 — strip + pointing (intentional sharing)
Level 3 — strip + pointing + ‘Pam Pam Pam’ (spoken or via AAC)

Three dimensions — like a mixing desk
The child always plays at their own level — approaching the challenge from the side of success.
Disc-tray set
Easier: only the discs that are needed. Harder: distractors are added too.
Deck size
3 symbols (7 cards): entry-level. 5 symbols (21 cards): family. 6+ symbols: advanced.
Abstraction level
Dot → Arabic numeral → Roman → chess piece → Morse code. A different cognitive challenge.
