Handleiding Fisher-Price Silly Story Maker

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Handleiding

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1. Decide if you want to
1. Decide if you want to
play a short or a long
play a short or a long
game. Your game
game. Your game
length—and therefore
length—and therefore
your story—can be
your story—can be
customized by the way
customized by the way
you lay out the Story
you lay out the Story
Board:
Board:
Front
Back
It’s storytelling time and YOU weave
It’s storytelling time and YOU weave
the tale! Each player takes turns
the tale! Each player takes turns
contributing to a story, using the
contributing to a story, using the
Story Cards they are dealt as
Story Cards they are dealt as
inspiration. Then, after creating a
inspiration. Then, after creating a
unique tale, players test their
unique tale, players test their
memories by recalling the story, and
memories by recalling the story, and
the player who remembers the most
the player who remembers the most
wins! Your imagination’s the limit and
wins! Your imagination’s the limit and
possibilities are endless
possibilities are endless
so get
so get
ready to get silly!
ready to get silly!
Creativity
Creativity
Language
Language
Development
Development
2-4
2-4
Playe
rs
rs
15-30
15-30
Minutes
Years
52 Story Cards
52 Story Cards
Story Board: 3 Pieces
Story Board: 3 Pieces
4 Character Story Starters: Mermaid, Dragon, Pirate and Martian
4 Character Story Starters: Mermaid, Dragon, Pirate and Martian
CONTENTS
SetUp
EXAMPLE:
EXAMPLE:
Let’s say the Character is the Mermaid and you have the Card
showing a drenched cat; you might want to start your silly story by saying:
“Once upon a time there was a cat that was so enchanted by the beautiful
Mermaid that he jumped in the lake after her, getting himself soaking wet…”
4.
4.
Going clockwise, the next player repeats the previous story for all of the
Cards played up to that point. The retelling doesn’t have to be word-for-
word, but it must include the basic elements of the story, especially the
objects on the Cards and the Character’s involvement. That player then
plays a Card that MATCHES THE SAME COLOR OR ICON as the last
Card played, and continues the tale based on the object on that Card.
EXAMPLE:
EXAMPLE:
If the next player plays the Card showing a wand, they can say:
“The lovesick cat got all wet when he jumped in the lake after the beautiful
Mermaid….so the Mermaid waved her magic wand and the cat suddenly
sprouted flippers!”
NOTE:
NOTE:
Some Story Cards have multiple colors; these are Wild Cards that can
be matched with any other color.
5.
5.
If it is your turn and you do not have a Card that matches the color or
icon of the last Card played, you may discard ONE Card and draw a
replacement from the Draw Pile. If you draw a Card that is a match,
then play it. If it is not a match, your turn is over.
6.
6.
Players continue taking turns contributing to the silly story until the Story
Board is full, at which point the Story Round is over and the Memory Round
begins.
1.
1.
As in Level 1, when the Story Round is over, the player who placed the
final Card flips all of the Cards facedown. However, in this level, that
player then switches the placement of any TWO Cards on the Story
Board, while the other players note which cards were switched. This will
create an extra challenge during the Memory Round.
2.
2.
The next player goes first and tries to guess the image on the first Card
that was played, or if it was switched, whatever Card is now in that place.
Players take turns guessing until all of the Story Cards have been
removed from the Story Board in the order that they are now in.
3.
3.
When the Story Board is empty, players count their Cards and the player
who has remembered the most Cards, wins! Ties are broken in the same
manner, by counting the number of Cards that have the icon of the
Character used in that game.
The Memory Round is all about remembering what the Cards are. The
The Memory Round is all about remembering what the Cards are. The
story itself will help you to remember! There are two levels of play:
story itself will help you to remember! There are two levels of play:
1.
1.
The player who placed the final Card in the Story Round flips all of the
Cards over so that they are facedown.
2.
2.
Turn order continues uninterrupted so that the next player is the first one
to go in the Memory Round.
3.
3.
If it is your turn, try to guess the image that is on the first Story Card
that was played. You don’t have to retell the story, but that may help you to
remember the object, character, place or action shown.
4.
4.
Make your guess out loud, then peek at the Card to see if you are correct.
Only you should look at the Card during your turn.
• If you guess correctly, take the Card and place it faceup in front of you.
• If you guess incorrectly, return the Card facedown to its place on the
Story Board so the next player can try to guess it.
5.
5.
Players take turns guessing until all of the Story Cards have been removed
from the Story Board in the order that they were originally played.
6.
6.
Now count your Cards. The player who has remembered the most Cards wins!
O
BJECT
Story Boards
Story Boards
Mermaid
Mermaid
Pirate
Pirate
Dragon
Dragon
Martian
Martian
Cards
Cards
2
6
7
8
1
3
4
5
Please remove all contents from the package and compare them to the above list. If any of the items are missing, please contact your local Mattel office.
Once Upon a Castle
Once Upon a Castle
Penguin Plunge
Penguin Plunge
Go Fish
Go Fish
Engage in other worlds of play with these Playchest Games
Engage in other worlds of play with these Playchest Games
TM
!
!
Each sold separately, subject to availability.
Each sold separately, subject to availability.
www.playchestgames.com
www.playchestgames.com
TM
J5232
Get creative and tell a unique tale using the Story Cards as inspiration.
Get creative and tell a unique tale using the Story Cards as inspiration.
Then be the player to remember the most Cards to win!
Then be the player to remember the most Cards to win!
www.playchestgames.com
TM
TM
TM
TM
J5237
78857
J5234
CONSUMER INFORMATION
Need Assistance?
In the US and Canada, service.mattel.com* or
1-800-524-8697, M-F 8AM – 6 PM, ET.
© 2006 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A.
MADE IN CHINA. Manufactured for Mattel. All Rights Reserved.
FISHER-PRICE, PLAYCHEST GAMES and associated trademarks and trade dress are
owned by Mattel, Inc. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
Helpline 01628500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer
Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 1106, South Tower, World
Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel
SEA Ptd Ltd.(993532-P) Lot 13.5, Menara Lien Hoe, Persiaran Tropicana Golf Country
Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
To extend the length of your game, add one or both of the extension pieces
To extend the length of your game, add one or both of the extension pieces
to the middle piece by snapping on the matching-colored tabs.
to the middle piece by snapping on the matching-colored tabs.
Start with the middle piece,
Start with the middle piece,
which has 4 spaces. You will use
which has 4 spaces. You will use
this piece in every game.
this piece in every game.
2. There are four
2. There are four
Character Story Starters
Character Story Starters
in the game that will act
in the game that will act
as the muses in your imaginative tale. They can be main characters or
as the muses in your imaginative tale. They can be main characters or
just funny sidekicks...It’s up to you! Each Character has associated
icons on the Story Cards:
Dragon = Fire
Dragon = Fire
Martian = Planet
Martian = Planet
Mermaid = Bubbles
Mermaid = Bubbles
Level 1
Remember Cards
Remember Cards
Level 2
Remember Cards with a Twist
Remember Cards with a Twist
3. Although there are four Characters, only ONE will be used per game.
3. Although there are four Characters, only ONE will be used per game.
At the beginning of the game, the youngest player should choose a
At the beginning of the game, the youngest player should choose a
Character. Set it to the side of the Story Board and let it inspire you
Character. Set it to the side of the Story Board and let it inspire you
at any point in your silly story! HINT: Each time you play, choose a
at any point in your silly story! HINT: Each time you play, choose a
different Character to vary the stories. Let kids take turns choosing.
different Character to vary the stories. Let kids take turns choosing.
You can also put all of the Characters in the box, close your eyes, and
You can also put all of the Characters in the box, close your eyes, and
pick a Character randomly.
pick a Character randomly.
4. Shuffle the Story Cards and deal TWO to each player. Place the
4. Shuffle the Story Cards and deal TWO to each player. Place the
remaining Story Cards facedown in a Draw Pile near the Story Board.
remaining Story Cards facedown in a Draw Pile near the Story Board.
Story Round
During the Story Round, all players create and share their silly
During the Story Round, all players create and share their silly
story together. Have fun and let your imagination run free!
story together. Have fun and let your imagination run free!
1.
1.
The youngest player goes first and play continues clockwise.
2.
2.
On your turn, draw a Story Card; you should always have three
Cards in your hand at the beginning of each turn.
3.
3.
Choose any one of your three Cards and place it faceup on the
Story Board starting on the space furthest to one end. As you
place the Card on the Board, begin a story by including the object
on the Card. You may also include the Character Story Starter in
your tale if you wish.
LET'S PLAY!
J5232-0920
5
+
A
B
MEMORY ROUND
IF YOU TIE:
IF YOU TIE:
Tied players should count their Cards that have the icon
representing the Character used in that game. The player with the most
wins!
Story Game 1L
J5232
0920
20 W x 8.333H
5W x 5H
Accordion
PMS 533
White Offset
70 lb.
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fo l d :
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
Folding Guide
7
1
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Specificaties

Merk Fisher-Price
Model Silly Story Maker
Categorie Speelgoed
Bestandstype PDF
Bestandsgrootte 1.2 MB

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Handleiding Fisher-Price Silly Story Maker

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