The Wimpy Kid: 10-Second Challenge
The Wimpy Kid: 10-Second Challenge Rulebook
Table of Contents
Table of Contents
Object of the Game
The player who first reaches the START-FINISH space with their pawn wins the game.
Components
1 game board, 6 pawns, 90 challenge cards, 1 Balla Balla, 1 hourglass, 3 blank dice, 1 sticker sheet.
Setup
- Before the first game, the dice must be labelled with the stickers. On one die, stick the numbers 1, 1, 2, 2, 3, 3; equal numbers should be on opposite faces. On the two other dice, stick the colour dots. Each of these dice gets all six colours, and the arrangement of the colours on each die is up to you.
- Place the game board in the middle of the table.
- Each player chooses a pawn and places it on the START-FINISH space.
- Shuffle the challenge cards well and place them next to the game board.
- Place the dice, the hourglass and the Balla Balla next to the game board as well.
- Because some challenges require something to be written or drawn, have a few sheets of paper and pencils ready.
Game Play
The youngest player begins. Play then continues clockwise.
On your turn, roll the number die and move your pawn clockwise on the game board by the number of spaces you rolled. Note: several pawns may stand on the same space.
Then turn over the top challenge card and read it aloud.
Accepting or Passing on a Challenge
Next, decide whether you accept the challenge or not.
- If you do not accept the challenge, you may pass it to your left-hand neighbour. That player likewise decides whether to take on the challenge or pass it to their left-hand neighbour.
- If the challenge comes back to the player who turned it over, that player cannot refuse it again and must take it on.
Important: If your pawn stands on a space that shows your own pawn, you may not refuse the challenge and must take it on. This also applies if you received the challenge card from another player.
Preparing the Challenge
Some challenges need preparation before the hourglass is turned. The instructions for these cards are printed in purple.
The Hourglass
As soon as the preparations (printed in purple) are complete, your right-hand neighbour calls out "3, 2, 1 – Go!" and turns the hourglass. The player then has approximately 10 seconds (the time it takes the sand to run through) to complete the challenge. While the time is running, the player may try again as often as they like.
If a card requires the player to complete the challenge several times, the other players count along out loud.
When Time Is Up
When the time is up, the challenge is scored:
- If the player completed the challenge in time, they move their pawn forward clockwise by the number shown in the lower left corner of the challenge card.
- If the player did not complete the challenge, they must move their pawn 1 space backwards. Note: If the pawn is on the START space, it does not have to move back.
Two-Player Challenges
Most challenges must be completed by one player alone. However, some challenges must be completed by two players together. The player who takes on a challenge card marked "ZWEI SPIELER" (two players) chooses one other player. This player may not refuse the challenge. The player whose turn it is makes all decisions that affect the challenge. Both players try to complete the challenge together. If they succeed, both may move forward as many spaces as the card indicates. If they fail together, both must move 1 space back.
Theme Cards
Some challenge cards are theme cards. When a player turns over such a card, they read out the six themes on the card. The player who takes on the challenge rolls the colour die and thereby determines the theme of this challenge. Their right-hand neighbour turns the hourglass, and the player must then name 8 terms that fit the theme within the time.
The six themes printed on the theme cards in the rulebook's example illustration are: "Famous People", "Musical Instruments", "Sweets", "Vegetable Varieties", "Family Members" and "Football Teams". The card's heading reads "Name eight ...".
Movement Cards
When a player turns over a movement card, they move their pawn according to the instruction on the card – depending on the card, either forward to the space where the next pawn stands (card text "AUFRÜCKEN!", move up) or back to the next pawn (card text "ZURÜCK!", move back). The player's turn then ends, and the next player takes their turn.
Bonus Cards
When a player turns over a bonus card (BONUS!), they keep it for later and immediately turn over the next card. If that is again a bonus card, they keep it as well and turn over another card, and so on.
When a player accepts a challenge, they may play a bonus card beforehand (not for TWO PLAYERS challenges). If they complete the challenge, they move 2 additional spaces forward. If they fail, they must move 2 additional spaces backward.
Showdown Spaces
The last four spaces on the game board are "Showdown" spaces. If a player stands on such a space at the start of their turn, they do not roll the number die. Instead, they turn over the top challenge card, accept the challenge or pass it to the next player. On these spaces, however, a player can only move forward by completing a challenge.
End of the Game and Winner
The player who first reaches or passes the START-FINISH space wins. Note: If a "Two Players" challenge causes two players to reach the space, the winner is the player who would move further. If that is also equal, there are two winners.
Tip: More Time for the Challenges
If the players find the time to complete the challenges too short, they may agree before the game that the hourglass is turned over once during each challenge. Then each player has approximately 20 seconds for each challenge.