double quick rules

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For 2 to 4 players, ages 8 to adult OBJ ECT Each player has 22 tiles, selected at random, which have to be formed into words in a cross-word style. The tiles are colour coded for value. The first player to finish wins....unless another player’s tiles have been arranged to make a greater value. SET UP Shuffle the 88 tiles face down and let each player draw 22. In a 2 or 3 player game the remaining tiles are left unused. The drawn tiles remain face down in front of each player. Place the Timer in a central position, within easy reach of the players. PLAY To start the game, press the small green button. Players turn over 6 tiles from their pile, using 5 of them to make up a word or words. If there are 2 or more words, they can be joined in a crossword fashion. (see diagram 1.) Diagram 1

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Rules for Game Double Quick

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Page 1: Double Quick Rules

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OOBBJJEECCTTEach player has 22 tiles, selected at random, which have to beformed into words in a cross-word style. The tiles are colourcoded for value. The first player to finish wins....unless anotherplayer’s tiles have been arranged to make a greater value.

SSEETT UUPPShuffle the 88 tiles face down and let each player draw 22. In a 2 or 3 player game the remaining tiles areleft unused. The drawn tiles remain face down infront of each player. Place the Timer in a centralposition, within easy reach of the players.

PPLLAAYYTo start the game, press the small green button.Players turn over 6 tiles from their pile, using 5 of them to makeup a word or words. If there are 2 or more words, they can bejoined in a crossword fashion. (see diagram 1.)

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Page 2: Double Quick Rules

The first player to get down to one spare tile hits the big redbutton on the Timer to begin the next round.

As soon as the chime sounds, ALL the players (irrespective of theformation of their tiles) have to pass one tile (their discard) to theplayer on their right and turn over 2 new tiles from their pile.Now players have 8 tiles face up in front of them. 7 tiles have tobe formed into a word or words as in the previous round, leavingone discard. Again the first player to get down to 1 tile can hit the red button,players will at once pass one tile to their right and turn over 2new ones, and the next round starts. Play continues in this manner for 8 rounds, until only 2 tilesremain face down in each player’s pile. During each round playersare free to break up their words and completely rearrange them.If no player succeeds in getting to their last upturned tile within 30seconds, the Timer will automatically chime, signalling a new round,and all the players will pass a tile to their right and uncover 2 newones.

TTHHEE LLAASSTT RROOUUNNDDWith all the tiles face up, all 22 tiles have to form a cross word.No tile is kept as discard. (Diagram 2). The Timer giving specialintermediate sounds, indicatesthat it is the last round with amaximum of 1 minute. If one ofthe players finishes and then hitsthe buzzer (or if the 1 minuteelapses) the ‘game end sound’will be heard. In either case allplayers stop at once and no oneis allowed to touch their tiles.

Whatever is part of their crossword counts, the rest does not.

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Page 3: Double Quick Rules

SSCCOORRIINNGGThe player who hits the red button at the end isgiven 20 bonus points. Any player with all 22 tiles in their crossword atthe time the game ends (whether the red buttonwas hit or not) is given 10 points.

Then the value of the tiles in each player’scrossword are added up with black letters worth 1 point, green 3 and red 5. Letters forming part of 2 words countdouble (eg the letter ’j’ in diagram 3). Unused tiles count 0. Theplayer with the highest score wins.

DDIISSPPUUTTEESSIf ta any point a player observes another player hit the red buttonwhen his or her crossword is incomplete (by having a ‘wrong’word or by not including all the tiles necessary) that player maypress the yellow button which will pause the game. A ‘skidding’sound will be heard to indicate the pause in play. During a pause, players may not touch their tiles. A player found ‘guilty’ is given 10 minus points, otherwise theplayer who pressed the yellow button is given 10 minus points.

Disputes are settled with reference to a dictionary (the dictionarybeing used is agreed by all players at the start of the game).

To resume play after a pause, simply hit the pause button again.

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Page 4: Double Quick Rules

Double Quick® is a trademark of Winning Moves.

Made and distributed by Winning Moves, Intnl. Ltd.,Lyntonia House, 7-9 Praed Street. London W2 1NJ England. Telephone: 0171 262 9696.

Facsimile: 0171 402 5126. E-mail: [email protected]

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