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  • Chain Reaction Game Rules

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    Original URL path: /rules/chainreaction.php (2016-02-11)



  • Countdown Board Game Rules
    used Letter Cards are removed from the board to form a discard pile The player to the left of the youngest player now chooses their set of letters for the second letters game with the player to their left placing the letters on the board Two more Letters Games are played in the same way with the turn of choosing and placing of letters continuing to move in a clockwise direction ROUND 5 THE FIRST NUMBERS GAME The player to the left of the next player choosing cards takes the four large numbers cards and mixes them up before placing them face down on the table This player also shuffles the twenty smaller Numbers Cards and places them in a separate pile on the table This player then writes down in secret a three digit target number in the Target Box on their Score Sheet for Round 5 The player choosing now selects a combination of six Number Cards They may choose any combination from a no large numbers six small numbers or b four large numbers two small numbers These numbers are picked up and placed onto the six spaces provided on the board by the player to the chooser s left This player then reveals the Target Number they have written down The other players write this number in the Target Box on their sheet The person that chose the number now sets the Countdown Clock Each player has thirty seconds to try and reach the target number using any or all of the six numbers just once by means of any combination of addition subtraction multiplication and division After the thirty seconds has elapsed the players declare how close they got to the target score All players who achieved this target score ten points each with the

    Original URL path: http://www.drumondpark.com/rules/countdown.php (2016-02-11)
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  • Deal or No Deal Card Game Rules
    Number Cards as their card The Player places this chosen card along with its covered Amount Card beside them on the table Play Revealing cards The Player must choose five of the remaining 21 Number Cards to have the amounts underneath revealed The other players take it in turn to flip over the cards and reveal these amounts with only two players The Banker reveals the cards The Banker crosses the revealed amounts off the scoreboard All revealed Number Cards and their matching Amount Cards are removed from the table Making an offer The Banker must now make an offer to the Player for their Amount Card The Banker must think about which amounts have been revealed and which values are still left before making an offer to the Player for their card The Banker must try to offer an amount as low as possible for the Player s card which is still high enough for the Player to possibly accept Players may find it helpful if The Banker s offers are written down as the game progresses Accepting an offer If the Player accepts an offer the game is still played out to see what the outcome of the game would have been The Player scores the amount they have accepted When the Player s chosen card is finally revealed if the amount on this card is lower than The Banker s offer then The Banker does not score If the amount is higher then The Banker scores the difference between the offer and the amount on the card E g If The Banker offered an accepted 20 000 and the Player s chosen card contained 50 000 The Banker scores 30 000 Rejecting an offer If the Player rejects the offer they must choose three more cards to

    Original URL path: http://www.drumondpark.com/rules/dondcard.php (2016-02-11)
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  • Deal or No Deal Handheld Rules
    of the twenty two box buttons You can discover the value in the box by lifting the Deal or No Deal red lid This amount will disappear from the scoreboard when the lid is closed An offer will be made after the fifth box is opened then every third box thereafter When the Banker makes an offer the telephone will flash and the amount of the offer will appear on the screen below the telephone symbol To reject the offer press the red button with the white cross on it Now carry on playing the game by choosing another red box button to open To accept an offer press the green button and the amount will flash to indicate that the offer has been accepted After you have accepted an offer you can continue to press the numbered buttons to open the rest of the boxes After each group of three boxes has been opened you see what the Banker would have offered you on the screen below the telephone symbol The offer you accepted keeps flashing on the same screen as a reminder If you reject all offers and play the game to the very end you will be

    Original URL path: http://www.drumondpark.com/rules/dondhandheld.php (2016-02-11)
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  • Deal or No Deal Electronic Tabletop Rules
    five of the remaining twenty one boxes in succession by pressing the numbers on the keypad A message will appear on the screen after each of these boxes has been opened revealing the amount each box contained The box number of each opened box will be indicated by appearing darker on the bottom of the screen and remain darker throughout their turns during the game The corresponding amount will also disappear from the scoreboard After the fifth box has been opened The Banker will make Player 1 an offer for their chosen box This offer will appear on the screen Player 1 can accept or decline this offer by pressing either the Deal or No Deal button They can keep their decision secret from their opponents The turntable is now rotated to face the other players in turn who play the first round in the same way Round 2 sees players being given a further offer for their box after the opening of three more boxes Rounds continue with offers being made after every third box is opened Players who have made a deal still continue to open three boxes per round and are shown what offer they would have

    Original URL path: http://www.drumondpark.com/rules/dondelectronic.php (2016-02-11)
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  • Dennis the Menace and Gnasher Game Rules
    the next Bit from another building then if you want you can return to the first building for another bit or move on round the board You can collect Trick Bits for any of your Dirty Tricks not just the first one you intend to play PLAYING A DIRTY TRICK When you have collected the right Trick Bits to play one of your three Dirty Tricks move round the board by your nomal turns to the house of your intended victim you can choose anyone BEFORE you move up the garden path TURN OVER your Dirty Trick Card and tell everyone you are going to play a Dirty Trick If you get to the front door before Dad or SS appear in the Street you win the Card Slip it half under the board to show you have won it Put the Trick Bits for the Dirty Trick you just played back on other buildings around the board DAD AND SERGEANT SLIPPER SS Dad and Sergeant Slipper patrol Beano Town to stop any kids playing tricks on people If they are moved to a Street while a player is on the way up a garden path to play a trick the player is caught red handed sent back to the Playground and the Trick Bits needed for that Trick are confiscated and put back into buildings around the board by the player who moved Dad or SS to the Street If Dad or SS are already standing in the street and you don t notice and start up a garden path to play a trick you are immediately caught and sent back to the Playground and you Trick Bits confiscated and put back in buildings round the board by the player who had the turn before you You keep the

    Original URL path: http://www.drumondpark.com/rules/dennisthemenace.php (2016-02-11)
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  • Don't Panic Rules
    a card has been used replace it at the back of the pile from which it was drawn Once you have been right through the first pile move on to the second Each card has five entries on it The top one is easiest and the bottom one is a bit harder These are referred to as levels 1 to 5 1 easy 5 harder The levels are only rough guides some in each level are easier than others however over a whole game these levels will act as a general handicap so that older players can take on younger players on even terms Before starting to play all players should agree on which level 1 5 that each of them will use during the game In the following rules it is always assumed that players will choose the right level each time they play a turn GAME PLAY Play starts with the youngest player and moves clockwise round the group One turn consists of the following The player takes the top card They read out their entry to the others and the person to their right immediately starts the timer by pushing down on the big red pointer The player then has to say three things in the general category written on the card As soon as the player has said three correct things he she pushes down the timer to stop it The player scores the number indicated by the large red pointer The longer they have taken the lower the score Write this number down on the score pad Return the red pointer to its maximum score and then it is the next player s turn INCREASING NUMBERS Players take a new card each turn and add one to the number of things they must think of

    Original URL path: http://www.drumondpark.com/rules/dontpanic.php (2016-02-11)
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  • Bedlam Game Rules
    Chiaotsu Put the character into a plastic stand and put it on the Location showing a picture of that character Take three Power Tokens each from the Power Bag When it is Your Turn Take another Power Token from the Power Bag on your first turn you will now have four Power Tokens Decide how many of your Power tokens you want to use 1 point 1 space on the board Add up the points on the tokens you are using then put them back into the Power Bag making sure to keep the ones you are not using Move your character that number of spaces in any direction you like Sometimes you will land on an event square or a location before you have used all of your points In this case the unused points are lost If you move all of your spaces without landing on an event square or on a location your turn is over When you land on a Location take a Power Token then check the Dragonball Disk choose one side and place your thumbs over the middle until the black ink disappears and you can see colours underneath If there is a picture of a Dragonball with no writing on it keep the disk and your turn is over If there is writing underneath follow the instructions then your turn is over You cannot check the Dragonball Disk on your Start Location until you have checked one on another Location during your travels around the board If you land on an event square take an Event Card and do what it says then your turn is over TRAINING DUEL If your Event Card tells you to go to the Training Arena it is time for you to have a duel with a creature challenger or enemy of some kind This is what to do Find the playing piece for the challenger mentioned and make sure it is on a stand Make sure you have eight small red Energy Balls and one Launching Ramp Place the Launching ramp anywhere behind the red dotted line on the arena board with the highest end pointing to the arena Ask the player on your right to place the challenger in the centre of the arena They then put the Energy Marble at the VERY TOP END of the spiral ramp and let it go If the board surface is flat the ball will roll smoothly down the spiral to the bottom To save losing balls you can place the game box lid behind the Training Arena so the balls that miss hit the inside of the box lid Now As soon as the Energy Marble starts rolling flick your eight small Energy Balls one at a time along the Launching Ramp at the challenger in the arena as quickly as you can You must try to knock over the challenger before the Energy Marble reaches the bottom of the ramp If you knock over the challenger before

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