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  • Articulate Your Life Game Rules
    has three time lengths 27 secs 32 secs and 37 secs When the timer is started the team does not know which time length they are going to get The timer ticks for the last 8 seconds to warn the DESCRIBERS that time is almost up Max Time Category If a team lands on the MAX TIME segment White they can chose which category they want to play on their next turn AND they also get the MAXIMUM 37 second long turn To make the timer give a 37 second turn hold down the timer s button for 2 seconds At the start of a Max Time turn a DESCRIBER throws the Bonus Dice as usual HOW TO PLAY Describers and Guessers Each turn team members divide into DESCRIBERS and GUESSERS All players MUST take their turn at being DESCRIBERS during the course of the game No matter how big the team there are never more than two Describers Once you have played the game several times teams may wish to have only ONE DESCRIBER whatever the team size PLAYING A TURN Play begins when a DESCRIBER throws the BONUS DICE to decide the team s BONUS TARGET for the turn Now a member of an opposing team starts the RANDOM TIMER by pushing the large domed button on top The DESCRIBERS immediately take a card from the front of the pack and describe the entry corresponding to the segment on which their playing piece sits The START position is on the HOME LIFE category Pale brown segment so each team starts with this category When one of the team GUESSERS shouts out the correct answer the DESCRIBERS quickly take another card and repeat the process using the same category When the timer runs out the turn is finished The

    Original URL path: http://www.drumondpark.com/rules/articulateyourlife.php (2016-02-11)
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  • Junior Articulate Game Rules
    who are going to be the DESCRIBERS The players who are not Describers are the GUESSERS All players MUST take their turn at being DESCRIBERS and no matter how big the team there are never more than two DESCRIBERS Teams of 2 players have 1 DESCRIBER and 1 GUESSER Teams of 3 players have 2 DESCRIBERS and 1 GUESSER Teams of 4 or more players have 2 DESCRIBERS and the rest are GUESSERS Advanced players might want to have only ONE DESCRIBER each turn whatever the team size This should be decided at the start of the game PLAY Play starts when the timer is turned over The DESCRIBERS take a card from the front of the pack and describe the entry beside the same coloured square as the segment on which the team s playing piece sits As the START position is on the BLUE Object segment during a teams first turn they always describe the entries beside the BLUE square on any given card Whenever a team member shouts out the correct answer the DESCRIBERS quickly take the next card and describe the entry beside the SAME coloured square as previously The DESCRIBERS must successfully describe as many entries as possible before the timer runs out When the timer runs out the turn is finished The DESCRIBERS count the number of cards that were correctly guessed and move their playing piece forward by that number of segments Play then passes on to the next team in a clockwise direction DESCRIBERS must be careful not to break any of the DESCRIPTION RULES see below If they break one of these rules their turn ends and they only score the cards already successfully guessed FINISH The first team to land on or pass the FINISH segment wins DESCRIPTION RULES When

    Original URL path: http://www.drumondpark.com/rules/juniorarticulate.php (2016-02-11)
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  • Barbecue Party Game Rules
    Barbecue Party Game Rules Sorry this version of the Barbecue Party rules is unavailable at the moment Please try the PDF version instead FACEBOOK BLOG TWITTER Drumond Park Games is a division of The Vivid Toy and Games Group Copyright

    Original URL path: http://www.drumondpark.com/rules/barbecueparty.php (2016-02-11)
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  • Best of British Board Game Rules
    have a common theme Pot Luck Cards on which there are random Best of British questions THE BOARD The board is a path from the outer Start space into the Winning Zone in the centre of the board The spaces on the board are made up of the four different colours that match those on the Question Cards The first four spaces on the board match the order of those on the cards After the first four spaces the colour order becomes random so just answering one question correctly can sometimes mean a big leap forward PLAY The Question Master for the team containing the youngest player picks up the first Question Card from the box making sure the answers are concealed from all the players on both teams If it is a Picture Card the picture is shown to all the players on both teams If it is a Themed Card the theme is read out to all the players on both teams The Question Master reads out the Red Question to the opposing team If that team answers correctly they move their piece onto the first Red Space on the board The same team is then given the White Question moving their piece onto the White Space if they answer correctly and so on down the card If at anytime a question is answered incorrectly then the Question Master can put the same question to the members of their own team for a bonus move If they answer correctly they move their own piece onto the next space on the board that matches the colour of the question The original team is always given the first chance to answer each question After the Green Question has been played the card is placed to the back of the card

    Original URL path: http://www.drumondpark.com/rules/bestofbritish.php (2016-02-11)
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  • Best of TV and Movies Board Game Rules
    team If they answer correctly they immediately move their playing piece to the next ORANGE space on the board The QM goes on to ask the team the remaining questions on the card Each time the team answers a question correctly they move their playing piece forward to the next space that matches the colour of that question Once the team has answered the fourth GREEN question correctly and moved their playing piece onto the next GREEN space on the board their turn is over and the card is put into the picture side end of the box ANSWERING INCORRECTLY If the playing team gets a question wrong the QM asks the SAME question to the other members of his own team If they get it right they win a bonus move to the next space on the board that matches the question colour If they don t get the question right the QM reads out the answer to both teams The QM now asks the next question on the card to the playing team and play continues question move question move as above until all the questions on the card have been asked This ends the turn and the teams swap roles for the next card WINNING ZONE When a team answers a question correctly near the Winning Zone but there are no spaces left on the path that match its colour the team moves their playing piece onto the Winning Zone where it stays for the rest of the game The team continues their turn if any questions remain on the current card after they enter the Winning Zone TO WIN A team in the Winning Zone must correctly answer either two consecutive questions or one GREEN question to WIN FOR EXAMPLE if a team enters the Winning Zone after answering a PURPLE question they need to answer the remaining BLUE and GREEN questions correctly to WIN OR if they enter the Winning Zone after answering a BLUE question they ONLY have to answer the remaining GREEN question correctly to WIN If BOTH teams are in the Winning Zone and the playing team gets a question wrong the QM asks that question to the members of his own team If they answer it correctly then he asks them not the playing team the next question If they answer it correctly they WIN as they have answered two consecutive questions correctly If they do not answer the second question correctly the QM reads out the answer to both teams The QM now asks the next question on the card to the playing team Play continues until one team answers two consecutive questions or a GREEN question correctly to win INDIVIDUAL RULES By common consent choose one player to be the Question Master QM who will ask the questions for the first round ANSWERING CORRECTLY The QM takes the first card from the question side end of the box He shows the Picture or reads the THEME to the player

    Original URL path: http://www.drumondpark.com/rules/bestoftvandmovies.php (2016-02-11)
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  • Bubble Buster Kazoo
    start as the BUBBLE BUSTER Player 2 will start as the BUBBLE BLOWER The BUBBLE BLOWER starts the turn Dip the end of the Kazoo into the tray of bubble liquid and let any extra liquid drip off for a moment Now start blowing bubbles The BUBBLE BUSTER then presses the start button on the wand and starts bursting bubbles The wand will give Player 1 30 seconds to burst as many bubbles as he can Player 2 must keep blowing bubbles for the whole 30 seconds When the 30 seconds are up the wand will play a short tune and say how many PINGING bubbles Player 1 has burst Now the players swap the wand and the Kazoo and play a second turn Player 1 starts blowing bubbles and Player 2 presses the start button and starts bursting bubbles Please clean the blower when swapping between players WINNING At the end of the second turn the wand will play a tune then say the number of PINGING bubbles that Player 2 has burst AND which player is the WINNER The Bubble Buster Wand is now ready to start another game HINTS ON BUBBLE BURSTING Make sure the tips of both silver horns touch a bubble when you burst it or it will not PING and count it As you burst more PINGING bubbles the PINGS get higher in pitch IF THE WAND MAKES NO NOISE If the wand makes no PINGING sound check it is switched on If it still does not PING when bursting bubbles use a metal item to bridge across the horns this should make the wand PING and switch on the little red light If this does not work then replace the batteries REPEATED PINGING NOISES If the wand makes a repeated PINGING sound switch

    Original URL path: http://www.drumondpark.com/rules/bubblebusterkazoo.php (2016-02-11)
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  • Catch Phrase Game Rules
    In this round each player tries to solve Catch Phrases on their own The Host takes a card from the Regular Catch Phrase set He looks at the answer which is written upside down on the other side of the card The Host puts the card onto the Mr Chips card holder and turns over the timer to start the guessing The player to the left of the Host goes first and tries to guess the Catch Phrase before the timer runs out If he cannot the timer is turned over again and all the other players at the same time try to guess the Catch Phrase The first player to shout out the correct answer before the timer runs out wins 100 If the Host thinks an answer is close enough he can allow it as correct If the timer runs out and the Catch Phrase has not been guessed nobody wins any money that round and the Host takes a new Regular Catch Phrase card for the next player s individual turn Bonus Catch Phrases Round 1 only If a player gets a regular Catch Phrase right the Host reveals one square on the Bonus Catch Phrase frame and the player gets ONE guess at what the Bonus Catch Phrase is The player who gets the Bonus Catch Phrase right wins 300 The window covers must be removed in their number order from 1 to 9 Round 1 continues with individual player turns until the Bonus Catch Phrase has been guessed or all the window covers have been removed without anyone getting it right Round 2 Rapid Fire Round The Host again uses Regular Catch Phrase cards for the Rapid Fire round but during this turn everyone plays at the same time The Host reveals a Catch Phrase

    Original URL path: http://www.drumondpark.com/rules/catchphrase.php (2016-02-11)
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  • Dino Bite Game Rules
    Dino Bite game for play please read overleaf The game The youngest player starts by rolling the dice The colour shown on the dice is the colour of the egg that the player has to rescue from the T Rex nest The player takes the tweezers and tries to lift up the leaf as carefully as possible to get the egg from the nest Younger players can use their fingers instead of the tweezers If the T Rex stays still and the player rescues an egg they place the egg in front of them and pass the tweezers on to the next player clockwise When the dice roll shows the side with several colours the player can choose which egg to attempt to rescue from the nest If a cross is rolled the player must miss their turn It s an exciting battle to rescue as many eggs as possible but watch out If the T Rex realises what you re up to he will attack you and you are out of the game Winner The game continues until there is only one player left who didn t get caught by the Dino This player is the winner of the game Variation The game may also be played by counting the number of eggs won over several rounds The player with the most eggs at the end is the winner Preparing for play Place the Dino on the Dino nest by attaching his feet to the base line up the slots on the inside of the feet to the white slots inside the base Push the feet over the white slots until they line up and click into the base Lift up the big leaf and put the eggs inside the nest Switch on the Dino using the on off

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