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  • Mad Gab Game Rules
    the three answers to everyone in the opposing team except the STEALER Play begins when the timer is up ended by the opposing team The READER then reads out one of the three Mad Gabs to his team The READER reads out the Mad Gab repeatedly while his team members try to work out what phrase they are hearing Team members shout out suggested phrases demand that the READER read faster or slower ask for words to be emphasised and so on When a team member shouts out the correct answer the opposing team immediately confirm that it IS correct and the READER moves onto the next Mad Gab card and repeats the process When the timer runs out the turn is finished At this point the STEALER has the opportunity to shout out the answer to any Mad Gabs that were read out but not solved They score one point for each Mad Gab they solve The READER counts the Mad Gabs solved by his team and moves their playing piece anti clockwise round the board by that number The STEALER then moves his playing piece forward if he has scored any points The three Mad Gab cards used during that turn are not put back in the box but rather put onto a discard pile The instruction on the oval you land on is carried out on your NEXT turn The instruction could be one of the following You have TWO run throughs of the timer to solve THREE Mad Gabs As soon as the sand has run out the opposing team turn over the timer to start the second run through If the team solves all THREE Mad Gabs before the timer is turned their turn is over You get to take TWO normal turns one straight after the other Add the two scores together for a possible total of 6 Remember to discard your first set of THREE Mad Gab cards and take THREE new ones before you start your second turn Whatever your score is at the end of your turn double it and move that number of spaces The READER reads the THREE Mad Gabs to both teams There is no STEALER and no one sees the answers The READER must decide if he thinks an answer being shouted out is right then look at the answer to find out If it IS right the READER puts the card in front of the team that won it then quickly reads the next Mad Gab He continues until the timer runs out If the answer is wrong that card is discarded and the READER reads the next Mad Gab When the timer runs out each team moves their playing piece round the board by the number of Mad Gabs they have solved If one member from each team shouts out the answer to a Mad Gab at the same time the READER awards one point to each team During a TO EVERYONE turn the READER

    Original URL path: http://www.drumondpark.com/rules/madgab.php (2016-02-11)
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  • The Magic Tooth Fairy Game Rules
    end of your turn If you have not already got a tooth in your backpack pull out a tooth from your mouth and hook it over the edge of your backpack Immediately move your playing piece to the next GO TO BED space Lift up the Magic Bed s pillow put the tooth under it and put the pillow back down again Take the Tooth Fairy wand and push it firmly down into the slot behind the top of the bed s headboard Put the wand back into it s slot Now lift up the pillow and take out the glittering golden coin that has appeared under the pillow You turn is now over Can you summon up the courage to pull out your wobbly tooth Spin the spinner If it points to 1 or 2 you DO have the courage to pull your tooth out Pull a tooth from your mouth and put it on your backpack It is then the end of your turn If the spinner points to a 3 or 4 you did NOT have the courage to pull your tooth out That is the end of your turn You have pulled out a tooth but oops you have lost it Lay the OLI card on the table in front of you Pull a tooth from your mouth and put it on the OLI card That is your turn over The next time during a normal turn that you spin a 1 you find your tooth Put the OLI card at the bottom of the Wobbly Tooth card pile and put your tooth in your backpack If there is already a tooth in your backpack keep your tooth until your backpack is empty After you have found your lost tooth move your playing piece one space

    Original URL path: http://www.drumondpark.com/rules/magictoothfairywithcards.php (2016-02-11)
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  • Oginov Tumbler Instructions and Hints
    tilt the sphere 90 away from you so the pyramid closest to you falls in to the empty space and is now furthest away from you 4 Then tilt the sphere 90 to the right so the left hand pyramid falls in to the empty space and is now on the right hand side You have now completed one 90 rotation for your chosen face pyramid 5 If you want to move your chosen face 90 away from you Start again with the chosen pyramid on the right hand side Repeat Step 2 6 Then tilt the sphere 90 towards you so the pyramid furthest away falls in to the empty space and is now the closest Repeat step 4 7 If you want to move your chosen face 180 from the bottom to the top Start again with the chosen pyramid on the right hand side Repeat Step 2 Then tilt the sphere twice 180 towards or away Repeat step 4 NOW YOU KNOW HOW TO TUMBLE YOUR WAY TO SOLVING THE OGINOV PUZZLE Level 1 Dots Below are the basic 4 solutions to the Dots puzzle All 4 solutions need to have 1 2 3 4 dots in

    Original URL path: http://www.drumondpark.com/rules/oginov.php (2016-02-11)
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  • Play Your Cards Right Game Rules
    becomes sudden death Whichever player gets control of the board can either play their cards and turn over all the cards remaining in their row to win they may change their card under the freeze marker or they can force the other player to turn over all their remaining cards correctly to win the round this player cannot change their starter card Whichever team plays must reach the end of their row successfully to win or they lose that round The player winning the first round wins 1 000 points which the host enters into the calculator for that player Round two The playing cards are shuffled and reset as at the start of the first round and the next question is given to the player who lost the first round This round is played in the same way The winner of the second round also receives 1 000 points If the same player wins both rounds they go on to play the final If the first two rounds were shared then a tie breaker is played Only three cards are set out on each row the first face up and the next two cards face down The round is played in the same way as rounds one and two The winner goes on to play the final The final The winning player s pack is shuffled and seven cards are dealt out face down as shown in the pic The winning player is then given 200 points which are entered into the final round section of the calculator The host asks a multiple choice question from the first question card from the smaller box If the player answers correctly they add 50 points to their 200 If they answer incorrectly they must take 50 points away The host now takes the top playing card from the pack and places it face up beside the left hand card on the bottom row of the board The player has the option of changing this card The player must gamble at least 50 points on whether or not they think the next card is higher or lower They can gamble anything up to the total number of points they have in play in the final in multiples of 50 A correct call doubles the amount staked which is added to their score An incorrect call loses all the points staked The player moves along until the last card in the bottom row is turned over This card is then placed to the left of the next card on the next row up pic The player is also given an extra 200 points They can also change this card They move along the second row until the last card in this row is turned over This card is then placed to the left of the single card on the top row If the player has scored 4000 points or more these points are safe and are added to the player s overall score

    Original URL path: http://www.drumondpark.com/rules/playyourcardsright.php (2016-02-11)
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  • Pumpazing Rules
    to the next player to your left The second player then pumps the arms in and out until a second Zinger head flies off Again if they get a ZING or BOING sound they are safe and can pass Zingy to the next player At any time Zingy can catch you out by saying UH OH when a Zinger head flies off If this happens put a Zingy Card back in the box After all four Zinger Heads have flown off you must press the reset button as shown in picture E and then re load the Zinger Heads Keep pumping Zingy and passing him from player to player until there is only one player left with any Zingy cards That player is the winner Players who lose all their Zingy Cards continue to take turns at pumping Zingy until the game is won Pumpazing can also be played in a knock out style as soon as a player gets an UH OH they are knocked out of the game This is generally better for large groups IMPORTANT Zingy s arms MUST be pulled in and out to their full extent halfway pulls will not count Excessive force is not needed but there will be a small audible click when the arms are fully extended TO INSERT BATTERIES Use a Phillips cross head screw driver not included to loosen the screw in the battery compartment door Remove door Insert 3 x 1 5V fresh AAA or LR03 size alkaline batteries Alkaline batteries are required Replace door and tighten screw Battery information Remove rechargeable batteries from the toy before recharging Only recharge batteries under adult supervision Do not recharge non rechargeable batteries Do not mix different types of batteries or new and used batteries Use only AAA or their equivalent as

    Original URL path: http://www.drumondpark.com/rules/pumpazing.php (2016-02-11)
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  • Extreme Rock Climbers Game Rules
    finger and secure by placing the post through the hole Be sure the fit is comfortable not too tight not too loose Do the same using your middle finger Each player chooses a climber one player will start at the bottom left of the mountain and the other at the bottom right During the game you can move wherever you like in an attempt to climb as high as you can Hold the climbers front side against the mountain with your free hand at the bottom of the mountain Place the hand that has the finger grabbers on the BACK of the mountain and through the mountain make contact with your climbers so that his right and left hands connect to one of your fingers You may have to move your climber and or fingers a bit until a secure contact is made Before starting the actual game it s a good idea to give yourselves some practice rounds to get a feel of the terrain When you re ready both players start at the bottom of the mountain and at the count of three start their climb The pitons will come in handy when you need a rest or

    Original URL path: http://www.drumondpark.com/rules/rock.php (2016-02-11)
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  • Rocket Race Rules
    s side window Move your astronaut that number along the meteor track Now spin the red disk under the rocket A colour appears in the window on top of the launch pad If the window arrows point to black your turn is over If they point to any other colour turn the silver arrow under the yellow pump round the dial to that colour Now bang down the pump Any astronaut blown up off the meteor track by the blast must start at the beginning again on their next turn The player on your left goes next Landing on another Astronaut If your move ends on a space that has another astronaut on it move your astronaut on to the next free space Arrows and Green Globs If your astronaut lands on an arrow space move him onto the Green Glob which the arrow is pointing to until your next turn This saves your astronaut from being blown off the track If another astronaut is on the Green Glob when you land on its arrow space just stay on the arrow and move as normal next turn When you move on from a Green Glob use its arrow space as

    Original URL path: http://www.drumondpark.com/rules/rocketrace.php (2016-02-11)
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  • Rock Paper Scissors Game Rules
    If there are only two players fit the consoles opposite each other on the connector Playing Players flip up the reveal shield to hide their choice Now turn the wheel to pick rock paper or scissors When all players are ready together they say Rock Paper Scissors and on the word Scissors they all flip their shields down to show their choice Scoring You beat another player if your choice

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