Activity Junior
Activity Junior Rulebook
Table of Contents
Table of Contents
Game Contents
- 330 term cards
- 4 playing pieces
- 1 sandglass (timer)
- 1 game board
- 1 rulebook
- Paper and pencil are also needed (not included)
Objective
Reach the finish space first with your playing piece by skilfully drawing, describing or acting out terms and guessing the terms of the other team members.
Game Material
The Game Board
The game board shows a track of 48 spaces, plus a start space and a finish space. The first two spaces are dark blue. These are counting spaces only: a correct guess is always worth at least 3 points, so a team always moves at least onto the third space. The other spaces show various symbols. Each symbol determines which term is to be conveyed. The three symbols are:
- Draw (Zeichnen)
- Describe (Umschreiben)
- Act out (Darstellen)
The Cards
Each card shows three terms. Each term is marked with one of the same symbols as the spaces on the game board. Behind each term is a number in brackets. This number gives how many spaces the team may advance if it correctly guesses the term. If the number is 6, the round is played as an "Open Round" (see below).
Setup
2, 3 or 4 teams can take part. Each team must consist of at least 2 players. The game board is placed in the middle of the table. Each team takes one playing piece and places it on the start space. The cards are shuffled well and placed face down in several piles next to the game board. Paper and pencil are also placed next to the game board.
Before the game begins, decide by lot which team starts. Each team decides the order in which its players will take their turns.
Game Flow
Play proceeds clockwise. All playing pieces start on the start space. The first round is played as "Draw" (Zeichnen).
The first player of the first team takes a card. The sandglass is turned over and the time starts running. The player must now draw the term next to the symbol for his own team. The other players of his team try to guess the term by calling out their suggestions. If the team guesses the term before the time runs out, it moves its playing piece forward the number of spaces given in brackets next to the guessed term. Then the next team takes its turn.
The following rules apply to the three modes:
Draw (Zeichnen):
- The term must be drawn with a pencil.
- The drawing may not contain letters or numbers.
- The player who draws may not speak or make gestures, except to show his teammates that they have correctly guessed part of the term.
Describe (Umschreiben):
- The term must be explained.
- The word itself, parts of it, and derived forms of it may not be used.
Act out (Darstellen):
- The term must be acted out in pantomime.
- The player may not speak, make any sounds, or point at objects in the room.
- He may, however, use his own body parts in the pantomime.
If a team's playing piece is on an Act out (Darstellen) space, the player of that team whose turn it is must take a card and convey the term next to the same symbol on the card to his teammates by pantomime.
Open Round
If the number on the card behind the term is 6, the round is played as an "Open Round". This means that all teams may guess along. The team that guesses the term first may move forward 6 spaces.
End of Game
The team that first reaches the finish space with its playing piece wins the game.