User manual HASBRO BARNEY JUMBO GAME

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Manual abstract: user guide HASBRO BARNEY JUMBO GAME

Detailed instructions for use are in the User's Guide.

[. . . ] They do not have to be next to each other. Try placing them on the edge of a long table, on a counter or even on the floor. All players, except the dealer, 2 3 1 race to grab a blaster, 2 cock it, and 3 3 fire at the matching Robot's target. 2 1 Race! 31 2 Cock it!3 To Cock: Slide the blaster shaft back until it clicks. 1 about 1. 5 m 2 3 Aim and Fire! The first player to hit the correct target wins all of the cards in the faceup pile. If both shots miss the target, or if there is no clear winner, the dealer keeps the cards in the faceup pile. A HERO · Load each of the blasters with a Nerf ® dart (do not cock the blasters) and place To Load: the blasters on the game Insert dart into blaster muzzle. [. . . ] · Place the targets about 1. 5 metres from the game mat. · Load the blasters and place them on the game mat between you ­ blasters should be loaded but not cocked. · Remove the jokers, shuffle the card deck and deal 5 cards to each player. · The remaining cards will be the draw pile. Place the draw pile facedown in the center of the play area. Flip over one card and place it faceup next to the draw pile. If the draw pile runs out, take the last discarded card, reshuffle the pile to start a new draw pile, placing the last discarded card next to it. NOTE: even if it's not your turn, pay attention and be ready! On your turn, play one card from your hand onto the discard pile if you can. The card you play must match either the suit or the number of the top card in that pile, unless it is a Hero ­ Heroes are wild, you can play them on top of any card, regardless of suit or number. · If you do not have a card you can play, draw one. If you can't play it, put it into your hand and your turn ends. There can be two or more winners if there is a tie for the highest hand (for example, if two players each had cards with a total value of 21). Place all used cards faceup in the discard pile, but keep your collected Robot targets. STARTING A NEW ROUND The person to the left of the person that started the previous round starts the next round. Keep playing rounds until one player scores 3 points. GAMEPLAY N-FLICT THE GAME OF WAR. . . NERF® STYLE Rounds The game is played in a series of rounds. In each round every player will deal cards to himself/herself. On Your Turn When it's your turn you will deal cards to yourself, one card at a time. Your goal is for the sum of your cards to get as close to 21 as possible without going over. Adding Up Your Card Values ACE = 1 or 11 (your choice) NUMBER CARD = the number on the card FACE (Robots and Heroes) CARDS = 10 points First, deal yourself a card facedown and secretly look at it. Add the value of your facedown card with the value of your faceup card. HIT ­ If you decide to hit, deal yourself another card faceup. [. . . ] · Use one hand to flip over your cards; your other hand should be off the table but at-the-ready. GAMEPLAY Make sure both players are ready, and then, at the same time, both players flip over their top cards onto the table so both players can see. · If you both flip a number card or an ace, the higher card wins (aces are equal to 14). The winner takes both cards and puts them in a faceup pile off to the side. Keep your Collected Card pile separate from your opponent's. [. . . ]

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