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

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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 for driving. 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 race will play the
role of the race official. He or she should seat himself or herself
in such a way that he or she has an open view of the race track.
Then he or she takes the smartphone, gives the “MAG-O …
MAG” starting signal, and starts the timer.
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.
Note: You will quickly notice that each player has his own way of
giving directions and driving. With a little practice, you will learn to
adjust to one another, and crashes will become less and less common.
INTO THE RAVINE
If the drive magnet falls off the track
and lands in the ditch during the
race, the race official immediately
stops the timer.
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 back on the start field. If
the magnet has already passed or contacted the yellow checkpoint
(wrench), he or she places the magnet on this checkpoint.
Note: In longer races across three quadrants, the start/finish field
also counts as a checkpoint.
Then, the race official repeats the “MAG-O … MAG” starting
signal and restarts the timer.
The team continues the race from the starting point or from
a checkpoint if one has been reached, until reaching the finish
field.
REACHING THE FINISH
As soon as the team has reached the
finish field (it counts to just touch
the field), the race official stops the
timer and writes down the time.
THE TIME LIMIT
For the short courses, a team has 60 seconds available to them
per race. In a three-person game, this applies to Rounds 1 to 3,
and Rounds 1 to 4 in a four-person game.
For each of the long courses, there are 120 seconds available:
Round 4 in a three-person game and Rounds 5 and 6 in a four-
person game.
If a team has exceeded the time limit, the game immediately
ends. Either 61 or 121 seconds is recorded.
Important: When you play the game for the first time, set the
time limit to 120 seconds for the short courses as well.
In later games, once you have a little more practice, 60 seconds
will be enough.
Next team: Then, the large marker is moved one row down on
the team board to determine the next team to drive the same race
course. In a four-person game, the round ends after two races.
In a three-person game, one round consists of three races, with a
third race held on the same race course.
ALLOCATION OF POINT CHIPS
• After each team has completed this race course,
the first round is over. Now the recorded times
are compared. Each player on the team that
completed the course in the shortest time gets two
one-point chips. Each player on the second-fastest
team gets a one-point chip. If two teams have the
exact same recorded times, all the players on both
teams get the same number of points.
Note: In a three-person game, the two players on the slowest team
are left empty-handed.
Then the next round begins as indicated on the team board:
from the start field in the lower left quadrant to the finish field
in the lower right quadrant.
END OF GAME
After the final round has been assessed, every player counts up his or
her point chips. Whoever has the most points is the winner. In case
of a tie, the tied players share the victory.
Tip: You can also drive the courses in the opposite direction if you
want to try something new. And if you want a longer race, you can
extend the course by an extra quadrant.
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Productinformatie

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