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Teams of Enemies

Teams of Enemies Rulebook

Table of Contents

Table of Contents

  • Equipment
  • Setup
  • Game Play
  • Time Out
  • Solo-Play Zone
  • Winning
  • Penalties
  • Game 1
  • Game 2
  • Game 3
  • Games 4 and 5
  • Solo-Play
  • Teams Of Friends (Alternative Play)
    • Teams Of Friends Setup
    • Teams Of Friends Game Play
    • Teams Of Friends Game 1
    • Teams Of Friends Game 2
    • Teams Of Friends Game 3
    • Teams Of Friends Games 4 and 5
    • Teams Of Friends Solo-Play

Equipment

  • Game Board
  • 8 Player Tokens
  • Deck of Question Cards
  • 1 White Standard Die
  • 5 Question Card Dividers
  • 1 Black Category Die
  • 8 TEAM-A/TEAM-B Cards

Setup

  1. Give each player one TEAM-A/TEAM-B card.
  2. Insert the five question card dividers into the deck of question cards separating the five games.
  3. All players select a player token and place it on the game board START circle.
  4. The ATTACK cards and orange TEAM GOAL chip are not required with this version of play.

Game Play

The player who is nearest to their next birthday will become the first Captain and will start by rolling the white die. The number rolled identifies the first game played. Whenever a 6 is rolled, the player may choose to play from games 1 through 5. The game-play and scoring for each of the five games are detailed further in the rules for Teams Of Enemies. After each round, players advance their tokens as required by the scoring of that particular game. The next player to the left then becomes the Captain of his/her own team. A roll of the white die again identifies which of the five games will be played for that particular round. Continue the game with these procedures so that a new Captain, game, and team is created each round.

Time Out

When a player lands in TIME OUT, as a result of being penalized, keep the player's token in this space until able to advance in a future round.

Solo-Play Zone

Game play and scoring for Solo-Play is detailed further in the rules for Teams Of Enemies.

Winning

The first player to reach the FINISH circle wins the game. If more than one player reaches FINISH in the same round, the player who would have advanced furthest beyond the FINISH circle wins the game.

Penalties

All games have the same penalties for rule violations. Any player moves back three spaces for:

  • Announcing a guess when it is not his/her turn; or
  • Helping another player with his/her guess unless they are in your team during Game 4 or 5.

If any player is penalized, the round is immediately terminated. A new round begins with the same Captain and a new question card.

Game 1

Objective: Guess correct items from a list-type question.

  1. The Captain selects another player who will not guess or score during this round. The selected player will act as the 'Question Reader'.
  2. The Question Reader takes the next Game-1 card and reads aloud the question.
  3. Play starts with the Captain guessing only one answer. Players cannot help others with their guess.
  4. The Question Reader will announce if the guess is correct, or incorrect. If correct, the next player to the left will guess one more answer. This process is repeated until an incorrect guess is provided or all correct answers are supplied.

Scoring: Each player that correctly guessed one or more items becomes a 'Round Winner'. All Round Winners advance their individual player token the same number of spaces, one for each correct answer supplied from all players before an incorrect guess was provided. If all correct items are supplied, all Round Winners advance the same number of spaces as there are total items.

Game 2

Objective: Arrange the items in the specified sequence, beginning with the first correct item.

  1. Take the next Game-2 card and place it with the question-side up, revealing the question and items.
  2. Play starts with the Captain guessing only the first answer in the sequence. Players cannot help others with their guess.
  3. Play continues to the left, asking one player at a time to guess the next consecutive single answer in the sequence, until five items have been provided. Record the guess sequence on a blank piece of paper. The Captain will supply the first and fifth (final) guess if there are only four total players.
  4. Reverse the card to reveal the correct sequence.

Scoring: Each player that correctly guessed one or more items in the correct sequence becomes a 'Round Winner'. All Round Winners advance their individual player token the same number of spaces, one for each correct answer supplied from all players before the correct sequence was broken. No players will advance if the Captain failed to correctly guess the first item in the sequence. All Round Winners advance five spaces if all items were arranged in the correct sequence.

Game 3

Objective: Guess the correct five answers from a list of seven items.

  1. Take the next Game-3 card and place it with the question-side up, revealing the question and items.
  2. Play starts with the Captain guessing one answer. Players cannot help others with their guess.
  3. Play continues to the left, asking one player at a time to guess one answer, until five items have been selected.
  4. Record the guesses on a blank piece of paper. The Captain will supply the first and fifth (final) guess if there are only four total players.
  5. Reverse the card to reveal the correct answers.

Scoring: Each player that correctly guessed one or more items becomes a 'Round Winner'. All Round Winners advance their individual player token the same number of spaces, one for each correct answer supplied from all players.

Games 4 and 5

Game 4 (Multiple choice). Game 5 (Questions only).

Objective: All players brainstorm in one of two teams to guess the correct answer.

  1. The player who rolls a 4 or 5 on the white die becomes the Captain of Team-A. The player to his/her left becomes the Captain of Team-B.

  2. Both Captains should place in front of them their card labeled TEAM-A or TEAM-B up to designate their teams. Do not take a question card yet.

  3. Both Captains roll the black category die until the two team categories are different.

    E = Easy, M = Medium, D = Difficult

  4. The player to the left of the Team-B Captain decides whether to join Team-A or Team-B based on the scoring value below. To designate the chosen team, the player places his/her card with either TEAM-A or TEAM-B face-up.

  5. The remaining players follow the same procedure until all players have joined a team.

  6. Take the next Game-4 or Game-5 card (based on the roll of the white die) and place it with the question-side up, revealing the questions to all players.

  7. The members of Team-A and Team-B, as a group, try to come up with the correct answer for their category level. The two Captains decide what will be the final team guess.

  8. After both Captains have their team guess, reverse the card to reveal the correct answers.

Scoring: If your team guessed correctly, all team members advance their individual player token the value shown below. If incorrect, remain in your current space.

  • Value: Easy = 2, Medium = 3, Difficult = 5

Solo-Play

The first player(s) to reach the STOP space in the "Solo-Play Zone" changes Teams Of Enemies into individual play. The player token(s) should be placed in the STOP space. All other players continue to play from current spaces; however only Game-5 cards are used for the remainder of the game.

  1. Each player must roll the black category die which will determine his/her individual category level for the next question.
  2. Each player writes down the category level on a blank piece of paper.
  3. Take the next Game-5 card and places it with the question side up, revealing the questions to all players.
  4. Each player then writes down his/her guess to the question for his/her individual category. Do not allow other players to see your guess.
  5. After all players have made their guesses, reverse the card to reveal the correct answers.
  6. Repeat the Solo-Play game until a player advances to the FINISH circle. Remaining players no longer have to stop at the STOP space once the game is in Solo-Play mode.
  7. If more than one player reaches the FINISH circle in the same round, the player that would have advanced furthest beyond the FINISH circle wins the game.

Scoring: If you guessed correctly, advance your individual player token the value shown below. If incorrect, remain in your current space.

  • Value: Easy = 2, Medium = 3, Difficult = 5

Teams Of Friends (Alternative Play)

The following is the separate "Teams Of Friends" alternative play included in the same instructions. It is not the core game and is transcribed here for completeness.

Looking for another way to play? All players form two or three permanent teams and brainstorm each round toward the correct answers. This play version does not include the exciting aspect of ever-changing teams or individual triumph. However, it is a fun team-cooperation version with fewer instructions and easier scoring.

Teams Of Friends Setup

Form two teams with 4 to 6 players or three teams with 7 or more players. Select one player token for each team and place them on the game board START circle. The TEAM-A/TEAM-B cards, ATTACK cards, orange TEAM GOAL chip, and optional sand timer are not required. Do not use the instructions for Teams Of Enemies or the Quick Rule Reference card while playing Teams Of Friends.

Teams Of Friends Game Play

One player from each team will start by rolling the white standard die. The highest number rolled determines which team will start. One player from this team then rolls the die again to identify the first game played. Whenever a 6 is rolled, the team may choose to play from games 1 through 5. After each round, the play continues to the team to the left. A roll of the white die again determines which game will be played. Players within each team take turns being the Captain of rounds. Continue the game in this manner until a team has reached the FINISH circle.

Teams Of Friends Game 1

Guess correct items from a list-type question.

  1. The Captain takes the next Game-1 card and reads aloud the question to his/her team.
  2. The team members then brainstorm to reach as many guesses they believe will be correct. Record the guesses on a blank piece of paper.
  3. Once the team has all of their guesses, the Captain begins announcing one guess at a time. Hint: Announce your team's "better" guesses first.
  4. A player from an opposing team will announce whether the guess is correct or incorrect. The Captain continues guessing until he/she provides an incorrect answer.

Scoring: Advance the team player token one space for each correct answer prior to an incorrect answer. The maximum number of spaces the token can advance is six.

Teams Of Friends Game 2

Arrange the items in the specified sequence, beginning with the first correct item.

  1. The Captain takes the next Game-2 card and places the card down, revealing the question and list.
  2. The team members then brainstorm to guess the correct sequence consecutively as specified on the card. The Captain records the sequence on a blank piece of paper.
  3. Reverse the card to determine how many answers were arranged in the correct sequence.

Scoring: Advance the team player token one space for each correct answer before the correct sequence was broken. Advance six spaces if all items were arranged in the correct sequence. Do not advance any spaces if the team failed to correctly guess the first item in the sequence.

Teams Of Friends Game 3

Guess the correct five answers from a list of seven items.

  1. The Captain takes the next Game-3 card and places the card down, revealing the question and list.
  2. The team members then brainstorm to determine which five are the correct answers. The Captain records the five guesses on a blank piece of paper.
  3. Once the team has their five guesses, the Captain begins announcing one guess at a time. Hint: Announce your team's "better" guesses first.
  4. A player from an opposing team will announce whether the guess is correct or incorrect. The Captain continues guessing until he/she provides an incorrect answer.

Scoring: Advance the team player token one space for each correct answer prior to an incorrect answer.

Teams Of Friends Games 4 and 5

Game 4 (Multiple choice - Easy, Medium, Difficult). Game 5 (Questions only - Easy, Medium, Difficult).

  1. One player from each team rolls the black category die until the team categories are different.
  2. Take the next Game-4 or Game-5 card (based on the roll of the white die) and place it with the question-side up, revealing the questions to all players.
  3. All players brainstorm, within their own team, to guess the correct answer for their category level.
  4. The Captains must decide what will be the final team guess.
  5. Reverse the card to reveal the correct answers.

Scoring: If correct, advance the team player token forward the value shown below. If incorrect, the token remains in the current space.

  • Value: Easy = 2, Medium = 3, Difficult = 5

Teams Of Friends Solo-Play

Rules: The first team to reach the STOP space in the "Solo-Play Zone" changes the mode of play. The player token for this team should be placed in the STOP space. The other team(s) continue to play from their current space; however only Game-4 and Game-5 cards are used for the remainder of the game. The other team(s) will not have to stop at the STOP space. Follow the instructions for Games 4 and 5, alternating between the two games, until a team has reached the FINISH circle. If more than one team reaches FINISH in the same round, the team who would have advanced furthest beyond the FINISH circle wins the game.