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  • SPIDER-MAN Game Rules
    can in ONE swing round the pole GETTING READY TO PLAY Unfold the board put the maze on the table and fit the board over the top It doesn t matter how the maze lies It can change from game to game this adds to the fun Take the arrow off the spinner put the spinner base through the hexagonal picture of Spiderman that fits in the center hexagon of the maze and click the arrow back onto its base Now fit this into the hexagonal space in the center of the maze Divide the cards into 4 piles with similar backs Then put these piles with their backs showing at each corner of the board so the card backs fit into the pictures on the board Each player take a playing piece and put it on the circle picture of Spiderman s face in the middle of the board side closest to you Have the Power and Smart point tokens handy in the box along with the Swinging Spiderman on his white pole and the baddies fitted into their circular bases WHAT TO DO ON EACH SPACE Swinger Space shows Spiderman in mid swing You get a chance to win Power points as described in the Power Points section above Maze Space put the thin plastic pointer at the first maze entry listed beside the picture of the maze Get the next player to turn the timer Now move through the maze and score points as described in the Smart Points section above Keep the tip of the pointer touching the floor of the maze Bonus Space this shows bonus points you win or lose Take tokens from box or PUT THEM BACK as required by the or signs on the space City Area Space these are the different areas of the city you must travel to where the various crimes and rescues happen HOW TO PLAY TO START The youngest player starts and play moves clockwise round the board If you are heading for a City Area you don t need to throw an exact number to land on it just the number you need or a higher number If you re 3 spaces away and you throw a four you can still land on the City Area you want CHAPTER 1 The first player takes a Chapter 1 card This tells them to go and rescue someone along with the Power and Smart points you need to make the rescue It also tells you the scene of a major crime you must race to after you make the rescue Throw the dice and move off round the board in either direction Every turn you can go in either direction Each turn you move to try and collect enough Smart and Power points to make the rescue When you have collected enough points move to the rescue scene Remember you always move by ONE throw of the dice each turn so it can take a couple of turns

    Original URL path: http://www.drumondpark.com/rules/spiderman.php (2016-02-11)
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  • Spin Mania Rules
    three Spin Plates next to it Players must agree the playing area before the game This will be a specific room or rooms in a house or a defined area outside The other players take the three Plate Stands and secretly place them around the agreed playing area A stand must be REASONABLY EASY TO SEE from the middle of the room it is in You can t actually HIDE a stand although it can by slightly difficult to get to under a table for example The first player turns on the Spin Machine and places it on a flat surface like a table Please note the motor will only run if the Spin Machine is sitting on a flat surface Set the timer to the start position by turning the button clockwise towards the green area until the button stops Once the tip is spinning steadily push down the big orange button to start the timer Lower the first plate onto the spinning tip It does take a few seconds for the plate to spin up TO INSERT BATTERIES Use a Phillips cross head screw driver not included to loosen the screw in the battery compartment door Remove door Insert 2 x 1 5V fresh C or LR14 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 stated Insert batteries in the correct polarity Remove exhausted used batteries from the toy Do not short circuit the supply terminals of the batteries Do not insert connecting wires into electrical socket outlets Disposal of old Electrical and

    Original URL path: http://www.drumondpark.com/rules/spinmania.php (2016-02-11)
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  • Spit It Out Game Rules
    that meets the Challenge going round and round the team as often as possible The team scores a point for every player that has correctly met the Challenge At the start of each new round the player to the previous STARTER s right becomes the new STARTER ABOUT CHALLENGES Most Challenges require an individual effort from each player some however need 2 or even 3 players to complete Read this example A country next a city in it next another country etc This two player Challenge requires the first player to name a country and the next player to name a city in it This sequence is repeated round the team using different countries and cities for the whole turn Each player who speaks correctly scores one point even though a whole Challenge may not be completed at the end of a turn CHALLENGE RULES Team Members MUST ALWAYS speak in the SAME ORDER CORRECTLY meet the Challenge before the next player can continue however many tries it takes NOT HELP anyone who is stuck IN ANY WAY NOT REPEAT any word used by another team member in the same round unless instructed to in the Challenge If the above rules are broken IN ANY WAY the turn ends with the score counting up to the last correct player This most often results from a PROTEST by an opposing team PROTESTS FROM THE OPPOSITION If an opposing team protests that a word or action does NOT meet the Challenge or any other Challenge Rule has been broken they lay the timer on its side and quickly resolve the dispute with the playing team before play continues If it is agreed that a rule was not broken the timer is set back up and the turn is played out If a

    Original URL path: http://www.drumondpark.com/rules/spititout.php (2016-02-11)
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  • Tomb of Doom Game Rules
    turned over see the border colour then you have won the Challenge and earned the right to choose a key If the halves do not match your turn is over Lay the four map halves face down back in front of the Tomb The Challenge of the Stones Mix up the four stones indented side down so that the location of the skull stone is unknown Choose one of the stones and turn it over If you have chosen the skull stone you have won the Challenge and earned the right to choose a skull key If you did not choose the skull stone your turn is over The Challenge of the Eye This uses the eyeball resting on the top of the left hand column You must tell the rest of the players which of the 3 gargoyles you think the eyeball will come to rest under Now push the eyeball down into the column The eyeball will move about inside the altar and roll out to rest under one of the three gargoyles at the front If you predicted the correct gargoyle you have won the Challenge and earned the right to choose a skull key If not your turn is over Gently place the eyeball back on top of the left hand column The Challenge of the Snakes Pull one of the snakes from the right hand column If the snake has a red tipped tail you have won the Challenge and earned the right to choose a skull key If it does not your turn is over Put the snake back in the right hand column The Challenge of the Bones Pick up the three bones Before you throw them down predict the total number of bones that will land with their black dots showing The choices are 0 1 2 or 3 Throw the bones then count the number of dots showing If you predicted the right number you have won the Challenge and earned the right to choose a skull key If not your turn is over Miss A Turn Your turn is immediately over Put the card on the discard pile 1 Free Guess If you draw this card place it face up in front of you You CANNOT use this extra free guess until your NEXT challenge Draw another challenge card If it is also a 1 Free Guess card put it at the bottom of the draw pile and take the next card from the top Keep doing this until you pick up a normal Challenge card Play this Challenge as normal Using Your Free Guess Challenge Card On a normal Challenge you get one guess but if you have a 1 Free Guess card from a previous turn you can have a SECOND guess Only use this second guess when you fail to meet a challenge successfully on your first try When you do use it it acts like any other guess get it right and you win a skull

    Original URL path: http://www.drumondpark.com/rules/tombofdoom.php (2016-02-11)
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  • Logo Billionaire | Drumond Park
    personality trait will guarantee you a place amongst the world s top tycoons Take our extremely scientific psychometric test to examine your own thinking and find out what you must do to make it big in LOGO BILLIONAIRE FACEBOOK BLOG

    Original URL path: http://www.drumondpark.com/logobillionaire/quiz1.php (2016-02-11)
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  • Logo Billionaire Executive PA - Home
    home OK how can I help Getting ready to play Advice please I ve landed on How do I Hints and tips Drumond Developments Limited 2016 Terms and conditions Privacy

    Original URL path: http://www.drumondpark.com/logobillionaire/companion/menu (2016-02-11)
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  • Logo Billionaire | Drumond Park
    a candidate whose policies I believe will improve society as a whole thus indirectly making me richer There s a candidate who is promising everybody loads of free money an end to queues in the NHS and all year round good weather It s a bit of a punt There s a candidate whose policies I believe will directly make me richer FACEBOOK BLOG TWITTER Drumond Park Games is a

    Original URL path: http://www.drumondpark.com/logobillionaire/quiz1?r= (2016-02-11)
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  • Articulate | Drumond Park
    cards Back FACEBOOK BLOG TWITTER Drumond Park Games is a division of The Vivid Toy and Games Group Copyright 2016 Drumond Developments Limited Terms and conditions Privacy Web site by

    Original URL path: http://www.drumondpark.com/articulate/ayl-cards (2016-02-11)
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