TacTic 40482 The Little Game of Good Manners Owner Manual

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TacTic 40482 The Little Game of Good Manners Owner Manual | Manualzz

UK

The Little Game of

Good

Manners

Contents

A board game pad, 100 cards (60 question cards, 40 activity cards), a die, a pen and a sandtimer.

The Object

The game can be played in two teams or with at least two players.

The object of the game is to win as many cards as possible, by answering questions about Good Manners and performing tasks from the activity cards. Each card is worth 1 point.

Good Manners is not about right or wrong answers. Rather, it’s about common knowledge. Think of Good Manners as a party game where you may learn quite a lot about old traditions and style.

There may be answers you don’t agree with, as style is largely about individual preferences and taste, but the questions and answers are based on practice, custom and advice from style experts.

Setting up

Tear a game sheet out of the pad and place it in the middle of the table. Organise the cards into two piles, one for question cards and one for activity cards (remember to thoroughly shuffle the activity cards) and place them face down on the table.

The Course of the Game

The teams / players throw the die each at their turn, which moves clockwise, and tick boxes on the game board. The starting space is the white space with a handshake. (It is also the finish space). The oldest player starts. The boxes you tick determine what happens next.

Question Cards

When you land in a white box, an opposing player picks up the top card from the pile of question cards and reads out the question along with the answer alternatives in the colour that the frame in the box indicates (see coloured dots on the card).

15+ 2+ 30+

If you answer the question correctly, you win the card.

If you answer wrong, the card is placed back in the bottom of the pile of question cards. Then the next player throws the die and ticks a box.

NOTE! The cards a player wins (both question cards and activity cards) are all collected in a pile and they make up the players’ total score.

Activity Cards – two different kinds

When you land in a black box, take the top card from the pile of activity cards. There are two different kinds, Picture Memo and

Confusing Letters.

• Picture Memo

You have 30 seconds to memorize the picture on the card (the sandtimer is turned). When time is up, the next player on the left should think of a question of something that appears in the picture, for example: ”What colour is…?”, ”How many … are there?”,

”What is … holding?”, etc. If you answer the question right, you win the card. If your answer is wrong, the card is placed back in the bottom of the pile.

• Confusing Letters

It says ”CONFUSING LETTERS” on the back of these cards. The reason is that the player must look at the card at the same time as the sandtimer is turned and they should not peek. On every card, there are three words with the letters mixed up. Now the player must guess the words as soon as possible while the sand is running. You must place the card on the table at the same time as the sandtimer is turned. There is a clue under every word. When you think you know a word, shout it out. If the word is not correct, the player left of you will win the card! If you correctly guess 2 out of 3 words before the time has ran out, you win the card. If the player doesn’t correctly guess at least 2 words, the card is placed back in the bottom of the pile and the game moves on.

There are no answers on the ”Confusing Letters” cards, so the players must make sure the answers are correct, for example by writing down the longer words.

The Winner

The game is over when the first player reaches the goal box. The teams / players count their cards and the one who has the most is the Winner!

Art. no. 40482 A

More entertaining games at

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