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

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GOLF
IDEA OF THE GAME
A tournament on the golf course is just the game for those
who like things a little more laid-back. In addition to requiring
dexterity, this game tests your ability to gauge distances. The
two players on one team will try to use as few swings as possible
to sink the drive magnet into the cup (the target hole) while
avoiding obstacles such as ponds and hedges. The team that needs
fewer swings wins more points.
PLAYING MATERIAL
MAG-O-MAG setup with stand, 1 back wall, 2 corner pieces,
1 large guide magnet, 1 small drive magnet, 1 suction cup
• 1 “Golf” game board
• 1 “Golf” team board
• 6 flag tiles
• 1 golf club with
distance indicator
• 40 point chips
with a value of 1
• 1 dark gray marker
• 10 light gray markers to
keep track of swings
• 4 wooden disks in the players’ colors
• 1 sheet of paper and 1 pen (not included)
GAME PREPARATION
Assemble the game setup as
described on page 2. Use the
“Golf” game board with the
side without stars in the corners
oriented toward the front.
Get the large guide magnet and
the small drive magnet (the
golf ball” in this game) ready.
Each player gets a wooden disk of his or her choice, which
becomes his or her playing color.
Get the team board ready in accordance with the number of
players: for three players, the side with the three figures in the
top left should be pointing up, and for four players it should be
side showing four players.
Place the marker on the uppermost space of Round 1 on the
team board.
• Shuffle the six flag tiles and lay them out face down.
Lay out the ten small light gray markers, the 40 point chips,
and the golf club with the distance indicator.
• Get a sheet of paper and a pen or pencil ready.
A digital timer will not be needed. “Golf” is not played against
time.
COURSE OF PLAY
For three players, the tournament consists of four rounds with
three holes each. For four players, it consists of six rounds
with two holes each. There will be 12 holes played in all.
A “hole” is considered to be any path from the tee-off point to
the cup that the ball has to be hit into.
The large marker determines the two players who will be
teaming up together to tackle the current hole.
In addition to the six colored flags, there is a corresponding
number of light green fields with a white dot shown on the golf
course. Those are the tee-off points. The round cups can also
be seen next to the flags. The flag tiles will determine the tee-off
point and which cup to shoot for with each hole.
Usually, several swings will be needed to get the drive magnet
(the golf ball) into the cup, since various obstacles (hedges and
ponds) will have to be circumvented.
PLAYING A HOLE
The two team members set up the MAG-O-MAG board
between them. The helper will see the golf course, while the
driver will see the orange-colored back side.
In a four-person game, the yellow
player starts by forming a 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 hole. In a
three-person game, red is the first
helper and blue the first driver.
A player who does not belong to a
current team will take the role of the tournament official. He or
she should seat himself or herself in such a way that he or she
has an open view of the golf course.
At the beginning of each round, two flag tiles will be selected
one after the other and turned face up in sequence, in order
to determine the current hole. The color of the first flag
determines the tee-off point. The color of the second flag
decides the target hole (the cup).
3

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Productinformatie

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