User manual HASBRO CANDYLAND VCR

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[. . . ] (It's okay to share spaces with other pawns. ) Bonus move: If the partners got all seven answers on the card, each of them moves one extra space, for a total of eight spaces! 1 , 8. Ending the Turn: The clue-giver removes the card from the reader and places it in the discard pile next t o the draw pile. This ends the turn. HOW TO W I N Keep playing until one player reaches the END space to win. to the Contents *Gameboard *6 h N *d h 4 C b g o r y Cards % *Card Reader *TurnTracker w% Plasdc ail '4S-Sk~mIflmer Category *2 Reference Cards If two players reach the END space on the same turn, the player who was closest END space before the move wins. If both players started from the same space, it's a tie for the win. [. . . ] Resolve the tie in a friendly, peaceful manner . . . or just play another game! Objiect: Take turns giving clues and guessing anwe~s t ategory cards. en & Keep m c k of correct answers by movingyour pgwn dim8 the pash. The player who reaches the END space first wins! THE P R T TIME YOU WAY YS Carefully detach the game pam (mrn the ~ldbdard sheet Remove the p l d c parts from the bag. Discard all waste materials. In the unlikely event that no one has won by the last turn, just slide the turn tracker guide back to the top line, and continue playing until there's a winner. We will be happy to hear your questions or comments about this game. US consumers please m i t e to: Hasbro Games, Consumer Affairs Dept, CO. Box 200, Pawtucket, RI 02862Tel:888-836-7025 (toll free). Canadian consumers please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil, Q C CanadaJ4G I G2. If you're caught doing this, you'll get no credit for the answer. T begin a 4-player game, set o the guide to the top line on the turn tmcker as shown. 5. TheTimer: Choose a player to keep track of the time on each turn. If this is your job, place the sand timer in front of you. (Another player should take over your duties during your turn. ) GAME PLAY O N ATURN I. TheTurnTracker: To begin each turn, slide the guide down one line on the turn tracker. (The guide is already in place for the first turn). Then announce who will give the clues and who will guess the answers. For example, " I gives to 2" means that player I will be the clue-giver and player 2 will be the guesser. 2. The Clue-giver: On your turns a the clue-giver, your goal is t o get your partner s to guess all seven answers on the card before the 45-second timer runs out. Take the card reader and the top card from the deck Keeping the card and reader facedown, slide the card into the reader until the bottom of the card is flush with the notch on the bottom of the reader. See Figure 2 on the next page. Then turn the card faceup and announce the category to your partner (the guesser). Do skip an answer if you are (or your partner is) having trouble. If time allows, you can go back to it later. [. . . ] 2. The Clue-giver: On your turns a the clue-giver, your goal is t o get your partner s to guess all seven answers on the card before the 45-second timer runs out. Take the card reader and the top card from the deck Keeping the card and reader facedown, slide the card into the reader until the bottom of the card is flush with the notch on the bottom of the reader. See Figure 2 on the next page. Then turn the card faceup and announce the category to your partner (the guesser). Do skip an answer if you are (or your partner is) having trouble. If time allows, you can go back to it later. Hint Skipping should be a last resort in the Hookups and FreeAssociation categories, because it breaks the link from one answer to the next. [. . . ]

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