Hasbro Catch Phrase Jr Instructions

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Hasbro Catch Phrase Jr Instructions | Manualzz
 For 4 OR MORE PLAYERS AGES 8 +
Contents: Game Unit, Instructions
IMPORTANT!
e If this game malfunctions, push in RESET or try
fresh batteries.
e Please keep these instructions for future reference.
A LOOK AT THE GAME UNIT
Start/Stop button
Reset button
A
_—
Team | and
Team 2 score
buttons
Word and Score
display area Next button
OBJECT
Catch It! Guess It! Pass It!
Be the first team to reach 7 points to win this fast-paced, exciting game. To gain
points, make sure someone from your team isn't caught holding the Catch Phrase
Junior game when the timer runs out.
FIRST THINGS FIRST — BATTERIES
To insert batteries: Loosen the screw on the battery compartment on the back of the
game unit, and remove the door. Insert 3 AAA size batteries (we recommend
alkaline), making sure to align the + and - with the markings in the plastic. Replace the
door and tighten the screw.
/A CAUTION:
1. As with all small batteries, the batteries used with this game should be kept
away from small children, who still put things in their mouths. If they are
swallowed, promptly see a doctor and have the doctor telephone 209-695-
3333 collect.
Q. Make sure the batteries are inserted correctly, and follow the game and
battery manufacturers’ instructions.
3. Do not mix old and new batteries, or alkaline, standard (carbon-zinc), or
rechargeable (nickel-cadmium) batteries.
LETS GET STARTED
Choosing Teams
1. Have everyone divide up into two teams. It's best to alternate players in a circle
so each player is next to a member of the other team. Each player needs to be
able to pass the Catch Phrase Junior game to a member of the other team as quickly
as possible.
2. Pick a team to start (that will be Team 1) and a player on that team to go first.
Give the Catch Phrase Junior game to that player.
To Start a New Game
1. Wake the game by pressing and holding the Start/Stop button.
2. Check the display area to make sure the team scores are both set at 0. If they are
not, press and hold both the Team 1 Score and Team 2 Score buttons at the same
time, for a few seconds, to clear the scores.
PLAYING A ROUND
Each game consists of several rounds of play. To begin a round, press the Start/Stop
button to start the timer. A word will appear on the screen. You can press the Next
button to show a new word, but skipping a word does cost you valuable time. Now
you need to get your team to guess that word by giving them clues. Here's how.
e You can make any physical gesture and give almost any verbal clue to get your team
to say the word. But you CANNOT:
e Say a word that RHYMES
with the word;
e Give the FIRST LETTER of
the word;
* SAY A PART OF THE WORD
In the clue (i.e. "shoe" for "shoe horn").
If the other team catches you committing any of these no-no's you must press the
Start/Stop button to shut the timer off. The other team automatically gets one point
for that round. (See "How to Score Points.")
As soon as your team has guessed the word, hand the Catch Phrase Junior game to a
member of the other team. Play continues with the new team pressing the Next
button to reveal the next word. The round ends when the buzzer sounds.
SCORING
How to Score Points
When the buzzer sounds, time is up. The team NOT holding the game gets 1 point.
That team also has one chance to guess the word that the losing team did not get.
If they guess correctly, they get 1 BONUS point (scoring a total of 2 points for the
round).
How to Enter Points
You must wait until the timer has run out, or has been stopped, before you can enter
points. The losing team (the team left holding the Catch Phrase Junior game when the
round ended) awards 1 point to the winning team by pressing either the Team 1
Score or Team 2 Score button once. If the winning team guesses the word, they
score the BONUS point by pressing the Team 1 Score or Team 2 Score button one
more time.
Note: If you accidentally enter more points than you should have, press and hold
both the Team 1 Score and Team 2 Score buttons for a few seconds to clear the
score, and following the scoring procedure, re-enter the correct scores. You can then
resume the game where you left off.
STARTING A NEW ROUND
After you have scored the points for the round just played, the player holding the
Catch Phrase Junior game begins the next round by pressing the Start/Stop button.
WINNING
The first team to reach 7 points wins. The game will play a snappy little tune and
display the winning team when the final point is assigned! If you want to continue
to play, press the Start/Stop button and the scores will reset to 0.
OTHER THINGS TO KNOW
1. The scores are displayed on screen at all times.
9. To clear the team scores when the timer is not running press and hold both the
Team 1 Score and Team 2 Score buttons at the same time.
3. The game will go to sleep after approximately 5 minutes of not being used.
To wake the game up, just press and hold the Start/Stop button. This will show
the current word.
4. After 5 minutes in sleep mode the game will automatically turn off and the scores
will be erased.
TROUBLESHOOTING
If the timer does not start when the Start/Stop button is pressed and held, press
the Reset button to reset the game and then press and hold the Start/Stop button.
If this does not solve the problem, replace the batteries.
MAINTENANCE
e Handle the game carefully,
e Store the game away from dusty or dirty areas.
* Keep the game away from moisture or temperature extremes.
e Do not disassemble the game. If a problem occurs, remove and replace the
batteries to reset the game, or push in the Reset button.
FCC Warning
This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant
to part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful
interference in a residential installation. This equipment generates, uses, and can radiate radio frequency
energy and, if not installed and used in accordance with the instructions, may cause harmful interference to
radio communications. However, there is no guarantee that interference will not occur in a particular
installation. If this equipment does cause harmful interference to radio or television reception, which can be
determined by tuming the equipment off and on, the user is encouraged to try to correct the interference
by one or more of the following measures:
1. Reorient or relocate the receiving antenna.
9. Increase the separation between the equipment and receiver.
3. Consult the dealer or an experienced! radio/TV technician for help.
We will be happy to hear your questions or comments about this game. Write to: Hasbro Games, Consumer
Affairs Dept., PO. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll-free). Canadian consumers please
write to Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC Canada, J4G 162.
© 2003 Hasbro, Inc., Pawtucket, RI 09862. All Rights Reserved. ® denotes Reg. US Pat. & TM office.
40900-1
HASBRO.COM_R
NINE
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