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Smart10: Junior

Smart10: Junior Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Goal of the Game
  • Game Setup
  • Course of the Game
  • Question Categories
  • Example
  • End of the Round
  • New Round = New Card
  • End of the Game
  • Opening and Closing the Smartbox

Game Components

  • 1 smartbox
  • 10 answer tokens
  • 100 double-sided question cards with questions
  • rules of the game

Parts of the smartbox shown: circle, questions, answer hidden under the answer token, score counter.

Goal of the Game

Players in turn look for the correct answers to a question laid on the table. If a player knows the correct answers, they score points. If they risk too much, they may lose them. The winner is the player who is first to gain at least 20 points.

Game Setup

If there are more than four of you, form teams. Agree when the game ends: by default the game is played to 20 points, but if you want to shorten the game, you can end it when 15 points are reached.

In the corners of the smartbox there are score counters marked with symbols. Each player chooses one symbol and with it the corresponding score counter (A). Make sure the cards are placed in the smartbox correctly, i.e. the answers are in the openings where they are clearly visible (B). Place the 10 answer tokens into the holes in the smartbox. Slide out the top card and place it at the bottom of the deck of question cards (C).

The game can begin.

Course of the Game

Players take turns. The youngest player starts the game. Read aloud the circle in the middle of the card, and you may try to find the first correct answer to the question of your choice. The player whose turn it is always has the option to answer or to pass.

TIP: In the first turn of each round, always try to answer, since in case of an incorrect answer you risk nothing.

If the active player decides to answer, they say aloud the answer they think is correct. Only then do they pull out the corresponding answer token to verify the correctness of the answer (see for example the next page).

  • Was the answer correct? Great! The player keeps the answer token in front of them.
  • Wrong answer? The player drops out of the game for this round - in this round they will no longer answer any further question. The answer token is put aside, not returned to the smartbox. With an incorrect answer the player also immediately loses all tokens they already won in this round (points won in previous rounds, i.e. from previous cards, of course remain with the player).

As soon as a player answers and has checked the correctness of their answer, they pass the smartbox to the next player (regardless of whether the player answered correctly or incorrectly). The next player proceeds in the same way - either answers, or gives up their turn (= passes). And so on...

Only answers remain in play about which you are not sure of correctness? Or it seems to you that no correct answer remains? You can pass and hand the smartbox to the next player. In that case you do not risk losing the answer tokens won in this round. You only give up the option to keep answering in this round.

Question Categories

  • TRUE/FALSE: Answers are either true or false. Here, to gain a point you must choose only a true answer. At the same time, however, you do not know in advance how many true answers are available in the given round. If you think that only false answers remain in play, pass. Variant: If you agree, you can also score points for correctly identified false answers.
  • NUMBER: According to your own choice of question, answer with the correct number or the correct date.
  • ORDER: Guess the correct order of the answers to the question of your choice. E.g. in the circle "Arrange sports by size of the playing field (1 = largest)" answer "fourth" and choose "hockey". Remove the corresponding answer token and keep it as a point. You do not have to answer in the correct order; you can, for example, begin straight away with the seventh answer in the order.
  • COLOR: State the correct color.
  • OPEN QUESTIONS: Guess the correct word, name, etc.

Example

In the circle "Does this country lie south of the equator?" two answers have already been uncovered: "Australia" is the correct answer and "Mexico" is an incorrect answer. This means that one player has already dropped out of the round.

End of the Round

A round ends at the moment when either all 10 answer tokens have been removed, or when all players have passed or dropped out as a result of their incorrect answers. After the round ends, all players add up the answer tokens they won, record 1 point on the score counter for each of them, and return the tokens to their places in the smartbox.

New Round = New Card

Before starting the next round, make sure that all tokens in the smartbox cover the answers, and slide the top card to the bottom of the deck of cards. Take care that no player catches sight of the answers to the new set of questions in advance. The new round is started by the player to the left of the player who started the previous round.

End of the Game

The game ends at the moment when one of the players or teams reaches at least 20 points (or another number agreed beforehand). That player or team wins.

Opening and Closing the Smartbox

The smartbox opens from the right side. Open it by gently pushing the middle part of the right side (visible from above) in the direction to the right, and then sliding the whole side upward. Close it by the opposite procedure. Make sure the small teeth on the sides fit correctly into the grooves.