Merry Go Round - Rule Book
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Transcript of Merry Go Round - Rule Book
20 mins 2 - 4 players 8-99 years
There were once four carousel animals, living on a Merry Go Round who dreamt of nothing more than
escaping the amusement park and exploring the world. Help them!
the boardgame
GOmerry round
instruction manual
startstart
sta
rt
sta
rt
what’s insidethe box?game parts
Let’s getstartedwelcome!
1 Board
8 Crayon Tokens 28 Special Cards 40 Movement Tickets 4 Joker Tickets
4 Game PiecesPoint Tokens
1
movement
ticket
c
lown wig
movement
ticket
s
crewdriver
movement
ticket
crayons
movement
ticket
Cotton candy
During phase one, you may move one circle down if you are standing in front of a tile which corresponds with the color of your playing token. (Moving down the carousel does not cost you a movement ticket.)
Remember that the Merry Go Round will spin at the beginning of each round, so remember to plan your movements ahead of time!
Your goal as a player is to get free from the centre of the carousel, to the freedom of the outside world, with the most points.
$ $
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planning your movement cards
Players then pick �ve cards from the movement deck.
And two cards from the special deck. You may play up to 3 cards per turn - you can choose how many of these cards are special cards or movement tickets.
5 X
2 X
phase one
2
Each player begins by placing his or her game token onto their starting tile in the centre of the carousel.
Players can then choose to place face down any pairs of three of the same coloured movement tickets (these count as points at the end of the game)
Each time phase one begins, all players are given 3 movement tickets and 1 special ticket.
Or, you can arrange your movement tickets into an order that will allow you to move closer towards the exit of the board.
Your tickets are played out from left to right.
spin thecarousel!phase three
moving thegamepiecesphase four
Spin your ticket container around to reveal your planned movements.
The screwdriver card can be used now to move one circle of the board, one tile in any direction.
Now, the board will spin. Each circle will turn one tile in the direction of the arrows. You must turn the circles from the centre outwards.
Players now take turns in moving their game piece, according to the route determined by their pre-planned movement tickets.
If a player lands on an arrow tile, he or she is awarded a point token. This can be used at the end of the game as a point towards winning the game.
the revealingphasephase two
3
what dothey do?special cards
4
movement
ticket
c
lown wig
movement
ticket
s
crewdriver
movement
ticket
crayons
movement
ticket
Cotton candy
The Clown Wig Card allows you to wear a wig, which changes your player token color for one round. Tip - Play this card when you have no other opportunity to move down the carousel.
Spin the arrow in the centre of the carousel. Whichever colour the arrow lands on, determines the colored token you will play for this round.
A player can place a crayon on any tile at the beginning of their turn - this changes the colour of the tile to the colour of the crayon. Once the player has carried out their movements, they must remove the token from the board.
Use your sticky cotton candy to attach one extra ticket to your ticket container! Tip - Use this card when you want to move really far down the carousel.
The Cotton Candy card allows you to play four movement tickets this turn.
The screwdriver card allows a player to move one circle of the board backwards. The player must then turn the circle back to its original position once he or she has played out his or her movement tickets.
The Screwdriver Card allows you to tinker with the carousel and stop it from spinning so you don’t get sick! Tip - Play this card if your movement tickets �t perfectly with the way the board was in the previous round.
You found found a colored crayon! Use it to colour any tile on the board. Tip - Play this card when you do not have the right colored movement tickets to carry out your movement.
5
to help youalong the way
Each player takes their turn in a clockwise direction.
All players plan their movement tickets at the same time.
You can put down as many pairs of three of the same coloured movement tickets each turn. These will count as points at the end of the game.
You cannot step down onto a tile with an arrow, but you can pass it if moving left or right.
Remember, when the game begins place your playing token on the corresponding coloured ‘start’ tile.
game tips
If you land on the same tile as another player, nothing happens. You are both able to stand on the same tile at one time.
Remember to remove a crayon token from the board once you have passed it.
If the circles turn, and your colour is positioned in front of you, you may step down, and then play out your movement tickets.
start
how do you win?winning conditions
6
+3 points
+2 points
+1points
+0points
1st
2nd
3rd
4th
The player who exits the board �rst will be awarded three extra points in any colour of their choosing.
The player who exits the board second will be awarded two extra points in any colour of their choosing.
The player who exits the board third will be awarded one extra point in any colour of their choosing.
The last player left on the board loses the game, and isn’t awarded any extra points.
Once all players have exited the board, each player places their collected movement tickets face up in front of them – after calculating which players receive which bonus points, the player with the most movement tickets in one colour is the winner of the game.
note: