Thames & Kosmos Mag-O-Mag: The Magnetic Labyrinth handleiding

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COURSE OF A COLLECTION RUN
The two team members set up the MAG-O-MAG board
between them. The helper will see the stone-age landscape,
while the driver will see the orange-colored back side.
The helper chooses which fire pit the team will use as their
starting point.
The helper places the small drive magnet (with the red dot
outward) on that fire pit on the front side and the large guide
magnet (with the red dot outward) at the corresponding
location on the back wall.
In a four-person game, the yellow player forms the first team with
the red player. The yellow player is
the helper (hand symbol) and gives
the red player, who is the driver,
instructions about the collection run.
In a three-person game, red is the
first helper and blue the first driver.
A player who is not taking part
in the current collection run will play the role of the collection
official. He or she should seat himself or herself in such a way that
he or she has an open view of the landscape. Then he or she takes
the smartphone, sets 45 seconds as the countdown, gives the
“MAG-O … MAG” starting signal, and starts the timer.
Important: In the first game, all teams will have 60 seconds of
time while they get to know the rules.
The helper gives the instructions right away, using words as well
as his or her index finger. Instructions such as “up,” “faster,
diagonally downward,” and “stop” are helpful. The helper
should avoid using “left” and “right,” since the driver on the
other side of the MAG-O-MAG setup might interpret these the
wrong way. The helper should support his or her instructions
with his or her index finger by pointing in the named direction.
When he or she does that, he or she should hold his or her finger
above the game board so the driver has a clear view.
The team now tries to get as many collection items as possible
within the specified time. To do this, they are allowed to move
the drive magnet freely across the game board.
Whenever the drive magnet touches a field with one or two
items, the collection official places a small marker on the team
board field showing this same collection item.
Each field on the team board may only be occupied by a single
marker. So theres no point in moving the drive magnet a second
time to a field with a given collection item.
INTO THE RAVINE
If the drive magnet falls off a
precipice, the collection official
immediately stops the timer. As a
penalty, each player on the team
returns one one-point chip to the
supply pile.
After the guide magnet has been briefly pulled off to release
the drive magnet, the latter is retrieved from the collecting tray.
Then, the helper places the drive magnet on the fire pit in the
quadrant in which the magnet fell. If the drive magnet has
dropped into the hole in the center, it will start again on the fire
pit where the team began its collection run.
Then, the collection official gives the “MAG-O … MAG”
starting signal again and restarts the timer, and the team
continues its collection run.
AFTER THE COLLECTION RUN
When the time runs out, the collection official yells “Stop!” This
ends the teams collection run.
Now the team members get their collection tokens. The marked
fields on the team board determine who gets what:
One collection item: Only the helper gets one token with
an image of the marked collection item.
Two collection items: Helper and driver each get one token
with an image of the marked collection item.
One question mark: Only the helper gets one collection
token of his or her choice.
Two question marks: Helper and driver each get one
collection token of his or her choice.
Example: The helper gets one wood, one stone, one tusk, one item of
his choice, and one honey. The driver gets one wood, one stone, and
one honey.
Then it’s time to check whether the driver has gotten at least
two collection tokens. If he or she has, everything is okay. But
if he or she only has one or none, the helper was too exclusively
focused on his or her own benefit. In that case, the driver is
allowed to take any one collection token of his or her choice
from the helper (including one of the tokens that the helper got
in a previous collection run).
Each player’s collection tokens must be placed face up in front
of him or her.
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Productinformatie

MerkThames & Kosmos
ModelMag-O-Mag: The Magnetic Labyrinth
CategorieNiet gecategoriseerd
TaalNederlands
Grootte7148 MB