GETTING READY:
First - Divide players into two teams (unless there are three of you, in which case
you can play by going around in whatever direction you choose. These instructions
apply to two-player or team play, but adjusting to three-player isn't too difficult.
Just modify what we've written to apply to three instead of two.) It doesn't matter if
there are exactly the same number of people on each team, so don't get too
technical. A fun suggestion is always playing "girls against guys", but its up to you!
Next - Shuffle the cards, and place them face down nearby.
Then - Place your pawn at "Start" and keep the timer close at hand.
And finally - Roll to see who goes first (the higher roll).
GAME PLAY:
The starting team (1) rolls the die and advances that many spaces on the board.
Team 2 then draws a card from the deck and announces the Sing Off Word.
(Note: The spaces will be explained in full detail later... hold your horses!)
THE SING OFF:
1.) Once the Sing Off Word has been read aloud, Team 1 has 30 seconds in which to
A.) Remember a song with that word in the lyrics, and
B.) SING at least 6 words from that song (including the Sing Off Word)
Remember YOU HAVE TO SING AT LEAST 6 WORDS, and we mean SING!
2.) Now the other team (2) has to do the same thing using the same word or
category, but obviously with a different song. (Duh!)
3.) The two teams or players go back and fourth like this until one of the teams
appears to be stumped and the Sing Off Word exhausted. That's when the other
team gets nasty and starts the timer. The team being timed now has 20 seconds left
to save themselves. If they cannot come up with a song before the timer runs out,
the team that turned the timer over takes control of the board, and rolls to continue
play. BUT should the team come up with that always elusive "one more song"
before the timer runs out, the second and clearly more obnoxious team gets the
shaft and must let the other team roll and move ahead. In other words, you'd
better think mighty hard before you turn the timer over and set a limit on your
opponent(s). Because if they come up with a song in time, the round is over and
they get to move ahead.
THE SPACES:
WORD -
The color of the space you land on determines which word you will play from the
card. (ie: land on red, and play the word on the red line on the card)
Tricky, isn't it?
CATEGORY -
When you land on a Category Space you will have to find songs that contain
something within the specific category noted at the bottom of the card.
(Note: Remember this is a CATEGORY round. So stop racking your brain trying to
come up with a song with the words "Songs about a city" in it. Just sing a song about
a city!)
PLAYER VS. PLAYER -
One player from each team is chosen to play head-to-head against a player from
the other team. Each team chooses its player before the card is revealed. The
remaining teammates must keep their traps shut throughout the round. Only the
individual players squaring off may sing, and only one of them may turn over the
timer.
TEAM VS. PLAYER -
The team which lands here now has an advantage as it gets to play this round
against just one member of the opposing team (chosen by the opposing team). This
player is chosen before the card is revealed and cannot get help from any
teammates.
THE GRAND FINALE -
In order to get to the Grand Finale, a team must land there by exact count. Once
you get there, you stay until you've won, or until the other team beats you. To play
the Grand Finale, the opposing team draws a card and reads the top word aloud for
which the Grand Finale Team must find a song first. Play then continues as in a
normal round.
If the Grand Finale Team wins the round, the Grand Finale continues (see below).
If the opposing team sings the last song, the round is ended and that team gets
control of the die.
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