story game 1l inst. mech - mattel · 6.6. players continue taking turns contributing to the silly...

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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 endlessso 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! T ies 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: T ied 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 Fold: # colors: Colors: Paper Stock: Paper Weight: EDM No.: Folding Guide 7 1

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Page 1: Story Game 1L Inst. Mech - Mattel · 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

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 endlesspossibilities are endless…so get so get ready to get silly!ready to get silly!

CreativityCreativity LanguageLanguageDevelopmentDevelopment

2-42-4Playersrs

15-3015-30Minutes

Years

52 Story Cards52 Story CardsStory Board: 3 Pieces Story Board: 3 Pieces 4 Character Story Starters: Mermaid, Dragon, Pirate and Martian4 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!

OBJECT

Story BoardsStory Boards

MermaidMermaid

PiratePirate

DragonDragon

MartianMartian

CardsCards

2

6 7 8

1

3 4 5Please 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 CastleOnce Upon a CastlePenguin Plunge Penguin Plunge Go Fish Go Fish

Engage in other worlds of play with these Playchest GamesEngage in other worlds of play with these Playchest GamesTM! ! Each sold separately, subject to availability.Each sold separately, subject to availability.

www.playchestgames.comwww.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

TMTMTMTM

J5237

78857

J5234

CONSUMER INFORMATIONNeed 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 StartersCharacter 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 = FireDragon = Fire Martian = PlanetMartian = Planet

Mermaid = BubblesMermaid = Bubbles

Level 1 Remember CardsRemember CardsLevel 2 Remember Cards with a TwistRemember 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 Fold:

# colors:

Colors:

Paper Stock:

Paper Weight:

EDM No.:

Folding Guide

7

1