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  • Eggheads Game Rules
    Challengers can choose which of their own team will receive the first question after which the questions will also be received in a clockwise order throughout the entire game The Challengers also decide if they want to go first or second before each category round If they choose to go first an Egghead picks up the first Category Card If they choose to go second a Challenger picks up the card The player picking up the first card must make sure their team only sees the one side of the card and the opposing team sees only the other side Each team takes turns in asking the questions from their side of the card and reading out the three multiple choice answers The card is handed across after each question has been completed with the teams still making sure they only see their side of the card Each time a player answers a question correctly they place an Answer Card Tick side up on their side of the board If they answer incorrectly they place the card Cross side up The team that answers the most of their three questions correctly wins the round and moves their piece three spaces forward along the board After a Category Card has been used it is placed to the back of its section in the tray even if all the questions on the card are not required as the round has been won before the third question If there is a tie then a Sudden Death Card is used to decide the winner of the round These cards have no multiple choice options Play continues in the same way with the next player on each team receiving the next question until the round is decided The first team to get a Sudden Death

    Original URL path: http://www.drumondpark.com/rules/eggheads.php (2016-02-11)
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  • Flying Pirate Game Rules
    two equal teams or two can play against one if there are only three of you Players decide which colour they want to be RED or GREEN The red team takes all the red pirates and the green team the green pirates Each player takes a cannon The teams sit opposite each other Position the ships so that the red players can fire their red pirates onto the BACK of the green boat s sails and the green players can fire their green pirates onto the BACK of the red boat s sails Playing the Game The youngest player shouts CANNONS FIRE and all players quickly put one of their pirates feet first into their cannon and fire him at the sails of their opponent s ship Fire the cannons by pushing down the lever on the back Once a pirate has been fired immediately pick up and fire another pirate Pirates that have been fired and MISSED can be picked up and fired again To speed up play once the game has started you can pick up and use pirates of either colour to fire at your opponents ship AIMING Move your cannon around each shot to improve your

    Original URL path: http://www.drumondpark.com/rules/flyingpirates.php (2016-02-11)
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  • Gawp Game Rules
    face up These cards are not replaced when the next pair is picked up WINNING Play continues until the deck is all used up and no more pairs can be found from the remaining cards laid out At this stage the game is over and each player counts the number of cards he has collected The player with the highest number of cards wins CIRCULAR COMBAT RULE HELP CARD This card shows three arrows in a circle A red arrow points to a yellow arrow which points to a blue arrow These arrows show RED beats YELLOW YELLOW beats BLUE BLUE beats RED The two cards below are an example of a correct Pair DON T PANIC Initially all this might seem a bit tricky but rest assured it is not When you have played GAWP a couple of times you won t even need to refer to the Circular Combat Rule help card Two big hints are 1 CORRECT PAIRS WILL ALWAYS HAVE THE SAME PATTERN ie in cards A B above the Outer rectangle is one colour the Middle and Inner rectangles are another 2 TWO CARDS OF THE SAME PATTERN WHOSE COLOURS ARE SIMPLY REVERSED CANNOT BE A PAIR THE ADVANCED GAME When players have mastered the basic game spotting Pairs easily they are ready to move on to the Advanced Game The advanced game is the same as the basic except that rather than spotting Pairs players must spot Threes In a Three card A beats card B as in the basic game AND card B beats card C which because of the Circular nature of the Combat rule beats card A SIMPLE The following example shows how the previous example of a Pair becomes a Three As you can see card C has the same pattern as cards A and B PLAYING THE ADVANCED GAME The rules for playing the advanced game are basically the same as for the basic game except for the following changes 1 The dealer lays out 20 cards 4 X5 face up on the table 2 If a player calls GAWP and does not have a correct Three the player must give TWO cards to the dealer 3 If all players agree that there are no Threes in the 20 cards showing FOUR more cards making a total of 24 are laid faced up These cards are not replaced when the next Three is picked up WINNING Play continues until the deck is used up and no more Threes can be found from the remaining cards laid out The player with the highest number of cards wins SUDDEN DEATH GAWP 2 6 players The dealer shuffles the pack thoroughly and deals the entire deck out to the players If some players have one card more than others it doesn t matter Players hold their cards face down and take it in turn to lay a card face up in front of them on the table With every round each player

    Original URL path: http://www.drumondpark.com/rules/gawp.php (2016-02-11)
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  • Impact Game Rules
    large mobile gun medium mobile gun and field gun There are 3 kinds of soldiers Leader NCO non commissioned officer and Troop Each team has 1 Leader 2 NCOs and 5 Troops These all have built in circular bases They can only be put on the circular playing spaces on the boards and the hills They can only move between playing spaces along the lines on the board and the hills The lines on the boards continue up onto the hills making a continuous path HILLS There are a total of 16 hills which come in three sizes large medium and small There are 4 large 6 medium and 6 small The pegs on the bottom of the hills fit into holes in the boards Each hill can fit into several different places on each board The faint outlines of the hills printed on each board show where these are PLAYING BOARDS There are a total of six boards in the set Every side of every board fits together so it does not matter which way round the boards are when you fix them together You can make different landscapes by turning boards round or fixing them together in different patterns Play Level One uses 2 boards Level Two uses 4 boards and Level Three uses 6 boards The boards fix together using the small slip on clips provided FIRING GUNS You fire guns by holding them with one hand and pulling the grey lever backwards with your other hand Tilt the gun forwards or backwards to aim closer or further away See how in the Firing Guns picture below The only firing rules are the gun s base must be in the circle playing space and part of the base must be touching the space when firing You cannot

    Original URL path: http://www.drumondpark.com/rules/impact.php (2016-02-11)
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  • Impact Wolf Ridge Game Rules
    introduces players to moving round the board and taking out opposing soldiers by capturing them It is played using all 4 boards Each team uses 6 troops and both guns Players take turns game about to set up the boards and hills FIX THE BOARDS TOGETHER This can be in a number of ways as shown here SOLDIERS AND GUNS Each player puts both guns and all their 6 troops on the board towards the back of their end see yellow arrows TAKING TURNS The game is then played in a series of turns Decide which player is going to start first and then follow this procedure Player one moves their soldiers then player two moves theirs Player one fires their guns and or moves them Player two fires and or moves their guns See Firing Guns in the Basics Section at the start of the rules MOVING SOLDIERS You move your soldiers to keep them out of reach of the opposing guns and to capture your opponent s soldiers or guns To capture an opposing soldier or gun you must move two of your soldiers onto playing places that have lines that join them to the soldier or gun you want to capture Take the captured piece off the board See how to capture below The MOST moves you can make in a turn is twice the number of troops in your team at the start the game For example in LEVEL 2 you start with 6 troops so you can make 12 2X6 moves at most This number lasts the whole game no matter how few soldiers you end up with You can move any number of soldiers any number of spaces as long as the total spaces you move adds up to 12 or less You must move AT LEAST the number of places equal to the number of your soldiers left on the board as soldiers get knocked over and fewer are left the number of places you HAVE TO move gets less too If you have 1 soldier left you MUST move him 1 space each turn but you CAN move him up to the original maximum of 12 If one of your own team is on a playing space you can squeeze past and continue on You cannot squeeze past an enemy soldier You either take a different path or stop before them FIRING GUNS You have two Mobile Guns that can move round the board and over hills like soldiers You can shoot at any soldiers or any guns in the opposing team You must completely knock over a soldier or gun to take it out of play If your shot leaves your target leaning over slightly or it is bumped out of its place act as if the shot missed Put the target back in its place and carry on If you knock over one of your own soldiers or guns you must take them out of play This is a friendly

    Original URL path: http://www.drumondpark.com/rules/impactwolfridge.php (2016-02-11)
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  • Jack and the Beanstalk Rules
    moving their Jack the matching number of leaves up the beanstalk Each leaf represents one space The Jack rests on the leaves by hanging onto the stems with both hands If another Jack already occupies the leaf your Jack lands on then you move your Jack onto the next leaf When the blank is rolled on the dice no move is taken When the Giant is rolled the player must place the ball into the Giant s hands and press the button on his head This will send the ball crashing down the Beanstalk wobbling the branches Any Jack that falls off must start again from the bottom on its next turn If there is no Jack on the Beanstalk when the Giant is rolled then the player must roll again When a player s Jack reaches the cloud at the top of the Beanstalk for the first time that player collects their first piece of Treasure a Golden Egg That player s Jack must then be moved back to the bottom of the Beanstalk before starting a second climb A player does not need to roll the exact number to reach the cloud at the top of the Beanstalk

    Original URL path: http://www.drumondpark.com/rules/jackbeanstalk.php (2016-02-11)
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  • Jungle Bungle Game Rules
    the boys or girls who are called the TRECKERSs Fold it over at the crease and slip the foot end into one of the coloured plastic stands This is your playing piece that you will move round the board Each player take a Collector s Board a strip of board with six spaces to fit Picture Circles into The board is made up of lots of circular playing spaces joined by a pathway Each playing space shows a group of animals At the start of the game each player puts his TRECKER on the Jungle pool where the elephant is splashing the hyena Playing the Game The youngest player starts He takes the dice and throws it on the board If it makes the noise of one of the animals on the playing space his TRECKER is standing on he takes a Lucky Dip to pull ONE Picture Circle from the Dip Bag After his Lucky Dip he moves his TRECKER clockwise round the board by the number shown on the dice Then it s the next player s turn If the dice does NOT make the noise of an animal on the same playing space the player simply moves round the board by the number shown then it is the next player s turn If the dice tells you to Put one back you must return a Picture Circle to the bag that you have already collected If it says Have a double dip you get two dips into the bag When you are Lucky Dipping if you pick a Picture Circle that you need put it in your Album If you already have it put it back in the bag PICTURE CIRCLES There are six circular holes in your Collectors Board Each player must try to collect the

    Original URL path: http://www.drumondpark.com/rules/junglebungle.php (2016-02-11)
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  • Lyric Rules
    Treble Clefs Treble clefs do not count as spaces when moving along the board Any number of pieces can occupy the same treble clef at any one time THE CATEGORIES Lyric Question Cards Song Lyric Orange notes Any team member must name the song title or parts of different songs Lyric Major Blue notes Any team member must answer from a variety of lyric based questions Next Lyric Yellow notes Any team member must sing the line that follows the given lyric They must sing the exact number of words as indicated in the question When only part of a next lyric question is answered correctly they are told which parts have been correctly answered They must make further progress with each following attempt until they either get a completely correct answer or fail to improve on their answer which will count as an incorrect answer Lyric Minor Green notes Any team member must answer from a variety of more difficult lyric based questions The timer is not set on any of the previous four categories Lyric Performance Cards Any Lyric Purple notes Any team member must sing consecutive words from any part of the lyrics from a given song The number of words is determined by the total score just rolled on the two dice The timer is set by a member of the team to the left immediately after the song title has been read out No word from the song title can be included amongst the words being sung Lyric Word Pink notes Any team member must sing lyrics from different songs each containing the given word The number of lyrics is decided by the score just rolled on the dice indicated in the question If both dice are indicated then the total number must be sung The timer is set by a member of the team to the left immediately after the given word is read out Lyric Charade Lyric Doodle Red notes A player from the team landing on a red note takes out the next Lyric Performance Card from the box without showing it to any member of their team If the total just rolled on the dice was an odd number then that player must perform the given charade featured on the card for the other members of their team If the total rolled was an even number then that player must draw the given doodle for their team The team has forty five seconds to identify the song title from either the Lyric Charade or Lyric Doodle whichever is being performed The timer is set by a member from the team to the left as soon as the charade or doodle has started Players may have as many guesses as they like in this category Lyric Gold Cards When landing on the Gold Note the exact number does not need to be rolled a member from the team to the left takes out the next Lyric Gold Card They then read out

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