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  • Drumond Park
    many bubbles as you can to find those magic pings The first player to burst 20 magic pinging bubbles WINS Turn on the Bubble Blower grab your electronic bubble bursting wand and chase those bubbles Although you will burst lots of bubbles only the magic pinging bubbles will make your wand go PING The PINGS sound higher and higher until you burst the 20th magic pinging bubble and your wand

    Original URL path: http://www.drumondpark.com/bubblebuster/index.php (2016-02-11)
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  • Drumond Park
    play perfectly mirrors the game show original all you have to do is provide the brain power intellect and wit required any level will do to enjoy this wonderfully satisfying highly enjoyable game of verbal and mental agility Contents Countdown Clock Playing Board 100 Letters Cards 14 Numbers Cards 30 Conundrum Cards Score Pad 2 x Pencils Filter Sheet You can download and print 70 additional conundrums For 2 or

    Original URL path: http://www.drumondpark.com/countdown/ (2016-02-11)
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  • the real thing From categories and challengers to Eggheads and TICK or CROSS cards to record your performance each turn this game FEELS just like the real thing Specially designed to be enjoyed with 2 or more players in teams For two teams of one or more players Age 12 14 99 CONTENTS Playing Board 6 Tick Cross Cards 2 Playing Pieces 90 Category Cards 80 Sudden Death Cards 50

    Original URL path: http://www.drumondpark.com/eggheads/ (2016-02-11)
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  • Impact Level 1 Game Rules
    to the back of their board as possible They then put their guns on the highest playing space on each hill Each player positions their 5 troops around their hills but not directly behind them A suggested layout is shown in layout picture above You now have 10 troops standing in plain view of the guns at either end Players take it in turns to fire one of their guns

    Original URL path: http://www.drumondpark.com/rules/impactlevel1.php (2016-02-11)
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  • Impact Level 2 Game Rules
    a Player one moves their soldiers then player two moves theirs b 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 5 MOVING SOLDIERS a You move your soldiers to keep them out of reach of the opposing guns and to capture your opponent s soldiers or guns b 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 in the picture below c 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 5 troops so you can make 10 2X5 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 10 or less d 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 10 e 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

    Original URL path: http://www.drumondpark.com/rules/impactlevel2.php (2016-02-11)
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  • Impact Level 3 Game Rules
    most As with Level Two you must move AT LEAST the number of places equal to the number of your soldiers left on the board 3 SOLDIERS LEVEL 3 uses all 3 DIFFERENT KINDS of soldiers LEADER NCO and TROOP The 8 soldiers in a team are made up of 1 Leader 2 NCOs and 5 Troops A LEADER can capture an opposition TROOP on his own but he needs another one of his soldiers to capture an opposition NCO or LEADER To capture a gun a LEADER or an NCO MUST be one of the two capturers NCOs and troops must be moved straight to their final space for any given turn A LEADER ONLY can move some spaces do something like capture a troop then move more spaces perhaps to escape and end up somewhere else As a result a LEADER could move capture a troop on his own then move on and capture a gun as well as long as there is another one of his soldiers already beside the gun If a soldier is knocked over by gunfire he is out of the game for good 4 CAPTURED FIGURES If a soldier is CAPTURED he is held prisoner At the start of his turn a player can swap any soldier he holds prisoner for any soldier held by his opponent The opponent MUST give up the prisoner even if he is being asked to swap a LEADER for a TROOP Swapped troops MUST be put back near the rear of their player s starting board CAPTURED guns are out of the game and cannot be swapped 5 TUNNELS Some of the lines to the edges of the board have coloured spots beside them A tunnel leads between spots of the same colour that are on open

    Original URL path: http://www.drumondpark.com/rules/impactlevel3.php (2016-02-11)
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  • Drumond Park
    not just quick fire recall of the lines of their favourite songs but also to perform them or describe song titles in charades or doodles What are guilty and have no rhythm in the chorus of George Michael s Careless Whisper In a song by Take That which seven words follow Whatever I said whatever I did I didn t mean it Sing any lyric from different songs equal to

    Original URL path: http://www.drumondpark.com/lyric/ (2016-02-11)
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  • Level 2 come in this pack puzzle set A Level 1 is called THE DOTS When you have learned to solve all THE DOTS puzzles twist open the ball and replace the pyramids with the Level 2 set called TRI 2 THE DOTS is an easy introduction to The OGINOV TUMBLER range You will learn the basic moves and skills needed to move on to the TRI 2 puzzle and

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