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  • Deal or No Deal Board Game Rules
    chooses the first box to be opened by the player to their left who can open it as dramatically as they wish After each box is opened Press the button on the Deal Phone matching the amount in the box on the buttons k means 1000 so 100k means 100 000 Press TICK to confirm that you pressed the right button If you have pressed the wrong amount press CROSS then press the right amount and confirm it by pressing the TICK button Cover this amount on the Scoreboard with the Cover Card Remove the opened box from the board The player who last opened a box always chooses the next box to be opened by the player to their left The Deal Phone will make an offer after the fifth box is opened and then after every third box is opened The Deal Phone will ring and the offer amount will be displayed on the screen The Deal Phone will give players either 10 20 or 30 seconds to decide whether or not to accept this offer The time will count down on the screen Players place either a Deal or No Deal Card face down on the table When the time is up the players turn over their cards to reveal their decisions Any player who does not make a decision within the time limit is disqualified from that round and scores zero They play on as normal in any further rounds When a player accepts a Deal they write down the amount they have accepted on the Score Sheet Players who have made a Deal still take part in the choosing and opening of further boxes When there are only two boxes left any player who has not yet made a Deal must choose one of these

    Original URL path: http://www.drumondpark.com/rules/dondboard.php (2016-02-11)
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  • Don't Laugh Game Rules
    the table The current player picks up the top joke card and reads out one of the jokes on the side that was face down As soon as the player finishes reading the joke they push the TIMER button the lower of the two buttons on the front of the microphone The other players must keep a straight face from the start of the joke until the timer runs out During this time the Joke Teller can use the sound effects shown on the playing space their piece is sitting on to try and make their opponents laugh snigger or even just smile see details below When their ten seconds run out they move one space round the board for each opponent who couldn t keep a straight face The joke card is then placed at the bottom of the pack PLAYING SPACES Each playing space has one or more of the following three icons on it Fart Icon This green icon refers to the FART button which is the top of the two buttons on the back of the microphone Once a player has told their joke they may press this button twice during the ten seconds Laughter Icon This yellow icon shows a smile and refers to the lower of the two buttons on the back of the microphone Once a player has told their joke they may press this button twice during the ten seconds Funny Phrase Icon The blue FUNNY PHRASE icon refers to the upper of the two buttons on the front of the microphone Once a player has told their joke they may press this button twice during the ten seconds producing a randomly chosen funny phrase each time The Joker Space The Joke Teller has two choices 1 Tell a joke of their

    Original URL path: http://www.drumondpark.com/rules/dontlaugh.php (2016-02-11)
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  • Family Fortunes Board Game Rules
    of pressing the wrong answer button in the middle of the sound unit and writes a cross on that team s side of the scoreboard The host will continue to ask different players in turn chosen by the team for another answer If the team fills in all the answers before receiving three crosses they win the total points on the board for the round This is written in the total score box on that team s side of the scoreboard All players must take turns at answering Teams cannot confer in answers but any player can say if they think they have a good answer If the team playing doesn t fill in all the answers before receiving three crosses the other team can confer to try and come up with one of the answers missing from the board If they do so they steal all the points on the board for that round including the answer just given If this answer also receives a cross the first team keeps all the points scored Points won are written in that team s box in the top corner of the board All used cards are placed to the back of the card box Further rounds An entire game includes a total of five rounds The first three rounds are for single points and the last two are for double points where the host simply doubles the points indicated on the card before writing them on the board Bonus Points Some answers throughout the five rounds will be worth bonus points Any player achieving these gains the extra points for their team When a bonus answer is given the host indicates this by pressing the bonus button in the middle of the unit which emits the Bonus Point sound These bonus points are indicated on the question cards and are added directly onto the team s score in the top corner of the board they are not added to the points for that game since they cannot be stolen Bonus points are not doubled if won during a double points round Big points The team with the lowest total score after the first five rounds will select two of their members to play the first big points round The host takes out the next five question cards from the box The first player will be asked these five questions in quick succession This player will be given 45 seconds to answer these five questions The host presses the 45 second button on the unit after reading out the first question The respective LED will flash then speed up for the last 5 seconds followed by the Time up sound The host writes the answers given on the front side of the board without their actual score While this is happening the second player must be out of the room so they do not hear any of the questions and answers given When the 45 seconds are up the host will go

    Original URL path: http://www.drumondpark.com/rules/familyfortunesboardgame.php (2016-02-11)
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  • Gee Whizz Game Rules
    Gee Whizz Game Rules Sorry this version of the Gee Whizz rules is unavailable at the moment Please try the PDF version instead FACEBOOK BLOG TWITTER Drumond Park Games is a division of The Vivid Toy and Games Group Copyright

    Original URL path: http://www.drumondpark.com/rules/geewhizz.php (2016-02-11)
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  • His and Hers Board Game Rules
    of the turn Play To Start For its first turn each team is asked one of its own question cards blue for guys pink for girls The guys toss to see which team starts The Question Master of the non playing team picks the first Question card from the front of its section in the card box They must not let their own team see the answers in case their team gets a chance to STEAL a question if the playing team gets one wrong What to do with each type of card before asking the questions Picture Card show the picture to all players on both teams Themed Card read out the theme to all players on both teams Pot Luck Card needs no special preparation Now the Question Master reads out the first question to the playing team If they get it right they immediately move their piece to the next space on the board that matches the question s colour If a team gets a question wrong the Question Master puts it to the members of their own team If they answer correctly they move their own piece to the next space on their own playing track that matches the colour of the question The playing team is always given the first chance to answer each question on the card After the last question on the card has been played the card is returned to the back of its section in the card box and the other team takes its turn Nominating If a team cannot answer a question on a card of the opposite sex they can pass it to a nominated player on the other team who they think will get it wrong If this player DOES get it WRONG the playing team moves their

    Original URL path: http://www.drumondpark.com/rules/hisandhers.php (2016-02-11)
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  • Logo Board Game Rules
    Service Logo Game Rules Sorry this version of the Logo rules is unavailable at the moment Please try the PDF version instead FACEBOOK BLOG TWITTER Drumond Park Games is a division of The Vivid Toy and Games Group Copyright 2016

    Original URL path: http://www.drumondpark.com/rules/logo.php (2016-02-11)
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  • Logo Billionaire Game (Apprentice) Rules
    card makes your company worth nothing RB cards add up to give the value of each Brand card in your company Multiply number of Brand cards in the company by total RB value Take this money from the bank After launch or BUST put company s Brand cards back under their board pile Winning The first player to reach one billion 10X100M wins THE APPRENTICE RULES IN DETAIL GETTING READY TO PLAY Put the Brand Card sets brand side up on their matching coloured spaces on the board Don t use the Newsflash and Takeover icon spaces in the Apprentice Game There are six Brand Card sets each with its own colour Snacks orange Sweets purple Home blue Grocery green Chilled yellow Cars red Each player is dealt six cards as follows From each of the six Brand card sets on the board pick up the same number of cards as there are players For example for four players take four cards from each of the six Brand card sets 24 cards in total Shuffle and deal these cards Each player lays out their Brand cards face up in front of them grouped by colour so players can all see each other s brands Lay out the board and put the spinner through the middle Appoint a Banker who puts the money in the slots in the plastic tray Lay out all of the Certificates of Incorporation print side down All the players pick one at random and take the corresponding playing piece e g Dragon Industries plays with the Dragon Each player puts their piece on any board space near them Each player gets 50 million from the bank The youngest player goes first and play moves to the left PLAYING A TURN Spin a number and move your playing piece clockwise round the board Always pick up TWO Brand cards of the colour you land on from the category piles on the board unless you land on a ONE CARD space For example if you land on a red playing space with any icon other than ONE CARD pick up two red Car Brand cards If you land on a TRADE space first pick up two cards of the colour you have landed on then you can trade or buy one Brand card from each other player If you BUY a card you must pay the player 30 million for it If you SWAP you must trade one of your own cards for the Brand card you have chosen The other player MUST give you the exact card you ask for You can trade with all some or none of the other players If you land on a TAKEOVER or NEWSFLASH space ignore the icon but take two brand cards as normal from the coloured category piles on the board Finally decide if you want to launch a company You can only launch ONE company per turn LAUNCHING A COMPANY A company is THREE or more Brand cards

    Original URL path: http://www.drumondpark.com/rules/logobillionaireapprentice.php (2016-02-11)
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  • Logo Billionaire Game (Executive) Rules
    up a TAKEOVER disk from the pile on the board and place it on your Certificate of Incorporation You keep this disk until you decide to make a takeover bid You can only hold ONE Takeover disk at a time ON THE UP NEWSFLASH cards When you land on this icon pick up an ON THE UP NEWSFLASH card This has a NEWS FLASH on one side and ON THE UP brands listed on the other always facing up on the pile ON THE UP brands are doing particularly well at the moment They increase the value of companies containing them but only while they appear on top of the On The Up Newsflash pile NEWSFLASHES are current events that can make or cost several players some money TAKEOVER BIDS Anyone who has a TAKEOVER disk and who also has one or more Brand cards in the same category as a company being launched can try to take over that company To do this a player the challenger has to shout out TAKEOVER as soon as the other player whose turn it is announces that they are going to launch a company If more than one player wants to try a takeover the one who shouts TAKEOVER first gets to try Only one person per turn can try a takeover The launcher and the challenger each spin a number challenger first Each adds their spinner number to the number of cards they hold of the company s category if one of the brands is currently On The Up that brand card counts as two The highest total wins all the cards of that category held by both players For example if the current player wants to launch a 4 card Car company 4 red cards and he spins a 3 his total is 4 cards 3 spin 7 If the challenger has 2 Car cards and he spins a 3 then he has a total of 5 7 beats 5 so the challenger has to give the player his Car cards which brings the player s total of Car cards up to 6 If the launching player wins he now launches the company immediately If the challenger wins he must wait until one of his turns to launch In a draw spin again until one player wins Put the Takeover disk back on its board pile after use ON THE UP brands ON THE UP brands double the value of their Brand cards in any company launched but ONLY while they are showing on top of the NEWSFLASH pile on the board For example A player wants to launch a 3 card Snack company 3 orange cards he checks the top card on the On the Up Newsflash pile to see if one of the Snacks in his company is on the current list of On The Up brands If it is then that brand card is worth double the Risky Business value So the 3 Snack Brand company will

    Original URL path: http://www.drumondpark.com/rules/logobillionaireexecutive.php (2016-02-11)
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