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Communication

How to Increase Verbal Communication Skills With Words Only

By Bomb AppétitPublished October 20, 2026

To increase verbal communication skills, practise in a setting where words are your only tool: no pointing, no shared screen, no gestures. Drill four things there. Count aloud so the listener can follow, use position words that cannot be misheard, set a pace the listener can act on, and cut fillers when time is short.

Why verbal communication skills show up when nobody can point

Verbal skill is tested when the listener cannot see what you see. Face to face, a finger and a glance fix most vague sentences without anyone noticing. Over a phone line, or across a screen turned away, the words carry everything. Gaps that pointing usually covers become mistakes, so a words-only setting shows your real level.

Most everyday speech leans on the shared view. "Put it over there." "No, the other one." "That bit." Each works in a room because the listener follows your eyes and hands. Remove the view and each becomes a question.

A cooperative bomb defusal round removes the view by design. In Bomb Appétit, the Defuser sees the bomb and is the only one who can touch it. The Experts hold the manual and must never look at the bomb. Played in one room, the screen is turned away from the Experts; played online, they are in separate places on a call. Either way, every fact about the bomb crosses the gap as spoken words.

That makes a round a fair test of verbal communication. If a Defuser can describe a panel so that an Expert finds the right rule, and the Expert can turn that rule into one plain action, both are speaking well. If not, the strike counter shows it, and the countdown speeds up after each strike. The feedback is immediate and impersonal, which is what practice needs.

Counting aloud: the verbal skill behind Spaghetti

Counting aloud is saying a running tally so that the listener can keep it in step with you. The trick is to say the number every time it changes, together with what is being counted, rather than counting silently and announcing a total. That way the listener can catch a slip the moment it happens, not three items later.

Spaghetti is a section three mission whose blurb is "Keep count out loud", and its modules show why. The Wire Panels module shows four panels, one at a time, each with up to three wires in red, blue or black. The manual asks the Expert to keep a separate count for each color, carried on from panel to panel, counting every wire whether or not it gets cut. Earlier panels cannot be seen again. If the count slips, there is no going back to check.

A Defuser who says "Panel two. Post one, red, ends at B" gives the Expert a new item. An Expert who answers "That's red number three. Cut it" or "Red three, leave it" is counting aloud. Both people now hold the same number, and a mismatch shows up at once.

The Tangled Wires module, also in the mission's pool, asks for a different kind of count. Four to six wires cross each other on the way down, and the Defuser has to follow each one to its end. Calling out "Wire one from the left at the top. Following it down. It ends second from the left" keeps the Expert in step with a slow, careful trace.

Counting aloud feels redundant at first, because both people think they know the number. That feeling is exactly the danger. Silent counts drift without anyone noticing, and the drift surfaces as a strike.

Position words that survive a phone line

Position words survive a phone line when they are short, distinct and counted from an agreed end. Ordinal numbers ("third from the top") beat vague directions ("lower down"). Paired words like left and right, top and bottom are fine if both sides use the same reference. Avoid words that sound alike, and never use "here" or "there".

The Wires manual sets a useful example. It counts wires from the top, starting at one. A Defuser who adopts that convention ("wire four is black") speaks the Expert's language exactly. A Defuser who says "the black one near the bottom" forces the Expert to convert.

Word Grid sets out its six buttons in two columns and three rows, and the manual names them as top left, top right, middle left, middle right, bottom left and bottom right. Those six names are the ones to use. "Upper left" or "the first one on the left" mean the same thing but have to be translated under pressure.

The Labyrinth module, from the section four mission Lost in the sauce, is a pure position test. The Defuser sees a grid of dots, a light and a goal, but no walls. The Expert has the maze and guides the light one step at a time. The only useful words are up, down, left and right, said one at a time. Saying "go across" or "head over" gets you a strike when the Defuser guesses the direction.

Watch for words that blur on a weak connection. "Fifteen" and "fifty" are a classic pair; say "one five" or "five zero" if it matters. "Left" can sound like "let", and "right" can be heard as "write" or "rite", which is part of why the Word Grid's button words include all three.

What pace should verbal directions go at?

Directions should go at the pace of the listener's action, not your speech. Say one step, wait until it is done or repeated back, then say the next. Within a sentence, slow down on the deciding detail, such as a number, a color or a position, and speak normally elsewhere. Speed between steps comes from short waits, not fast talking.

People tend to speed up under pressure. The sentence rushes, the important word gets swallowed and the listener asks for a repeat, which costs more time than speaking clearly would have. A countdown makes this worse after every strike, because the clock is visibly faster.

A practical rule is to put a tiny pause before and after the word that matters. "Cut the... fourth... wire." The pause tells the listener which word to listen for, and it gives them a beat to hold it before acting.

The listener sets the rhythm. If the Defuser is still reading a description, the Expert waits. If the Expert is still on the page, the Defuser waits. A short "ready" from the listener is the signal that the next step can come.

Do filler words hurt verbal communication?

Filler words such as "um", "like" and "so" hurt only when they push out or hide the useful words. A few fillers in a calm conversation do no harm. Under a timer they add up, and they can blur where a sentence starts. Cut fillers from instructions and descriptions; do not worry about them in chat between rounds.

The worst fillers are the ones that sound like content. "Okay" can be heard as agreement. "Right" can be heard as a direction. "Wait" is a real instruction. In Word Grid, the button words themselves include WAIT, WHAT, RIGHT, NOW, HANG ON, GOT IT and SAY AGAIN, chosen because they sound like talk between players. A Defuser who says "hang on, what?" while reading those buttons aloud can confuse the Expert about which words are on the panel and which are conversation.

Replacing fillers is easier than removing them. When you need a moment, say a fixed phrase that cannot be mistaken for content: "checking" or "still reading". The listener then knows that silence is coming and that nothing is being asked yet.

Hedging words are a separate case. "Maybe", "kind of" and "I think" are not fillers when they carry real doubt. If you are unsure, saying so is useful. If you are sure, drop the hedge.

The verbal mistake: saying this one to someone who cannot see it

The most common verbal mistake is using pointing words to someone who cannot see you point. "This one", "that wire", "over here" and "the one next to it" all assume a shared view. Without it they mean nothing, and the listener either asks or guesses. Replace every pointing word with a name, a position or a count.

The habit is deep because it works so well in person. You do not notice you are relying on the view until it is gone. In a bomb round, a Defuser saying "is it this one?" is the clearest sign the habit is still running.

Fixing it starts with a description order. Say what the thing is, then its color, then its position. The post on the description habit of shape, then color, then position sets that order out, and following it leaves no room for "this one". For words that sound alike, spelling out words that sound alike gives the method. The longer piece on why describing a bomb out loud is hard explains the gap from the Defuser's side.

Five ten-minute verbal drills

Each drill takes about ten minutes, including one or two rounds and a short chat. The missions are examples; any mission with the same module will do. Swap seats between rounds.

  1. Running count (Spaghetti). The Expert says the color count aloud after every Wire Panels wire, and the Defuser echoes it. Pass: the count never needs correcting across all four panels.
  2. Flash calling (Signal fire). The Blinker module shows a light blinking a word in short and long flashes, and its page asks the Defuser to call each letter as flashes, for example "short, long, short". Pass: the Expert identifies the word without asking for a letter twice.
  3. Positions only (First bite). The Defuser describes the wires by number from the top and never uses "this", "that" or "the one". Pass: no clarifying question before the cut, and no strike.
  4. Steps and waits (Lost in the sauce). The Expert guides the Labyrinth light with one direction word at a time and waits for "moved" before the next. Pass: no strike on the Labyrinth.
  5. Spell and confirm (Word salad). The Defuser spells every Word Grid word, and the Expert spells back the word to press. Pass: no strike on the Word Grid in three rounds.

When the drills pass reliably, try giving clear instructions with the condition first, which builds on them. The standard manual is open to anyone, so both seats can read the pages for these modules before you start.

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