Video Village
Video Village Rulebook
Table of Contents
Table of Contents
Setting Up the Game
- Take the game board out of the box, and remove the die-cut part from the store windows.
- Raise the Bird Cage up into the upper slots in its stand with the red caps at the top and bottom. To operate: Using the handle, turn the cage upside down so that the Die in it tumbles into the lower half of it, landing on the red cap. Use the number uppermost on the Die for moving the playing pieces.
- Carefully break apart all of the cards. Turn all of them TITLE SIDE (the red printing) UP on a flat surface and mix them. There is an assortment of each kind so that no two games will be alike.
- Without looking at the reverse side, place the cards WITH ONLY THE RED TITLES SHOWING as follows:
- Put 5 BUS STOP cards in the "Bus Stop" rack.
- Put 5 DO IT YOURSELF cards in the "Do It Yourself" rack.
- Put 5 TAKE A CHANCE cards in each of the two "Take A Chance" racks (on Money and Bridge Streets).
- Place 1 TOWN COUNCIL card, title side up, on the "Town Council" space on Bridge Street.
- Put 5 AUCTION BLOCK cards in the "Auction Block" rack on Bridge Street.
- Place 1 FINDERS KEEPERS card, title side up, on the "Finders Keepers" space on Bridge Street.
- The 5 stores along the Magic Mile each have ONE Key Card. Slide the card down in back of each store so that the red title shows through the window and the Key shows above the roof. The CAMERA CARD in the Camera Shop, the BANK CARD in the Bank, etc.
- At the start of the game, the Banker has all the money.
- The extra cards are set aside to be used in following games.
This game is played as "Video Village" is played on television.
Directions
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The game is played by two contestants at a time. Other players take part, one acts as Mayor, who is Master of Ceremonies and referees the game; and another as Banker, who holds the money, and pays the contestants. There can be a partner for each contestant, who will turn the bird cage for him. Any others may join the group as the audience who vote on the different decisions that must be made as the game is played.
NOTE: When there are only two players refer to "Rules For Two Players."
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Players take turns playing. The one who rolls the higher number on the Die in the Bird Cage plays first.
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Each spot on the Die counts as one space.
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Players move from START, counting the $5 space as the first space.
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Something happens on every space on which a player lands.
Spaces
MONEY SPOTS — as $5, $10, $15, $20. Banker pays the amount shown in these spaces when a player lands in one of them.
FREE TURN — Turn bird cage again. Player moves ahead that many more spaces in that turn.
BUS STOP* — Player takes one of the 5 cards from rack and does what is printed on its reverse side.
DO IT YOURSELF* — Player takes one of the cards from rack, without looking at it, hands it to the Mayor to read and does what it tells him to do. If he has a stunt to do, the referee (or audience if there is one) decides whether he gets the reward or not. (See Rules For Two Players.)
GO TO JAIL* — When a player lands on this space, he is immediately put into Jail. (Sometimes both playing pieces are in the Jail.) In order to get out of Jail, a player must make a guess in a following turn, as to whether the dice roll will be odd (1, 3, 5) or even (2, 4, 6). If he guesses right he gets out of jail and moves that many spaces along Bridge Street. If he guesses wrong he stays in Jail.
TAKE A CHANCE* — Player takes one of the cards in the rack and does what is printed on reverse side.
TOWN COUNCIL — When a player lands on this space, the Mayor picks up the card and asks him the question on the back of it. If the majority of the Town Council (the group enjoying the game excluding his opponent), agrees with the player's answer, he gets $10. If they disagree, he gets nothing. If the vote is tie, or there are only two players, he turns the bird cage again. If an odd number (1, 3, 5) comes up he gets $10 or even number (2, 4, 6) he gets nothing. First player only gets the card in this space.
$25 OR FREE TURN — A player landing here must decide to take the $25 or turn bird cage again and move that many spaces ahead.
WISHING WELL — A player landing here chooses a number from one to six. The bird cage is turned, if that number comes up, he goes immediately across the Bridge to the Bench; if not, he makes a regular move in his next turn.
AUCTION BLOCK — Player takes one card from rack, without looking at it, hands it to the Mayor and asks him what he will bid for it. (Value on card may be from 0 to $100.) Player may accept the Mayor's final bid in cash, or reject the bid. If he rejects the bid he gets the amount printed on card in cash. (See rules for two players.)
FINDERS KEEPERS — First player only landing here gets what is on the card in cash.
U-TURN — Player landing here turns the bird cage again. His OPPONENT then moves ahead that many spaces; even though it moves him: a. Out of Jail and up Bridge Street. b. Across the BRIDGE and down the Magic Mile. c. Onto or across the two FINISH spaces to end the game.
CROSS BRIDGE — Player must land on either of these two spaces by exact count to go over Bridge to Bench.
Do not count Bridge or Bench as spaces.
CAMERA SHOP — The first player here takes KEY CARD from window. Following player gets nothing.
LOSE 1 TURN — Player loses his next turn.
BANK — First player here takes KEY CARD from window. Following player gets nothing.
SAFETY ZONE — Player cannot be "Tagged" or otherwise penalized while he is in this space.
JEWELRY STORE — First player here takes KEY CARD from window. Following player gets nothing.
LOSE 1 PRIZE OR BACK TO BENCH — Player must choose between putting one of his KEY CARDS back in its window, or keeping it and going BACK TO THE BENCH, at the beginning of the Magic Mile. If a player does not have a KEY CARD, he must go back. He has no choice.
OUTDOOR SHOP — First player here takes KEY CARD from window. Following player gets nothing.
1, 2, 3, GO — Player landing here must roll bird cage again. If 1, 2, or 3 comes up he then moves that number of spaces. If 4, 5, or 6 comes up he stays there until he rolls 1, 2, or 3 in a following turn. Remember: "1, 2, 3, Go - 4, 5, 6, No".
REVERSE — GO AGAIN — Player immediately turns bird cage and moves BACK that many spaces in the same turn. Then he must do what is required in that space.
APPLIANCES — First player here takes KEY CARD from window. Following player gets nothing.
EXCHANGE PLACE — Player landing here must immediately exchange places with opponent even if opponent is in a Safety Zone. The player's turn then ends, regardless of what is called for in his new space.
TAGGING* — When a player lands on the same space as opponent, he has TAGGED him. Regardless of what is called for in that space, the player MUST choose either to take a Free Turn, or send his opponent back to the beginning of that street. On Money Street he goes to START; on Bridge Street to just outside the Jail; and on Magic Mile he goes back to bench.
FINISH — When a player lands on either of these two spaces the game ends. Each player adds up his winnings, including the value of the Key Cards.
When there are 3 or more players, a series of games are played. One of the contestants in each new game is the player who landed in the finish space in the previous game. His opponent is a new player. The series continues until all contestants have played at least one game.
WINNING THE SERIES: The player who lands in either Finish space in the last game gets a bonus of $100. All players total all of their winnings. The one with the most money is the WINNER.
Rules for Two Players
- When there are only two players, each turns the bird cage for himself, etc. One acts as Banker.
- When a DO IT YOURSELF card is drawn, give it to your opponent to read. If it shows (**) for the answer, draw another card with a printed answer as (11) or (Norway).
- When an AUCTION BLOCK card is drawn, without looking at it, player turns bird cage. $10 times the number that comes up is the amount of the Bid. Player may accept this bid or collect value of card in cash.
- Winning The Game: The player finishing first gets a bonus of $50. Both players total their winnings, including the value of their Key Cards. The player with the most money WINS THE GAME.
Boob Tube
Here is a new addition to the Video Village game that you will really like. As pictured here, this will double the fun of your present Video Village game, or will give you a rattling good time by itself. It is a real test of skill and competition. See it at your favorite toy store.
If you have one, here is how to get more fun playing Video Village; challenge an opponent to a Boob Tube Race!
Boob Tube Race
Each player uses a Tube. All the marbles are shaken to one end of it. On the word "Go", each player turns his Tube over and starts shaking. The first one to shake all 8 marbles down into the other end, Wins the Race.
Boob Tube Races are used as follows:
- When a player lands on the BUS STOP, DO IT YOURSELF, or either one of the TAKE A CHANCE spaces, have a BOOB TUBE race, BEFORE the card is drawn from the Rack at that space. The Winner draws the card and must do what it says. Unless moved by the card the other player does not move until his next turn.
- JAIL — Instead of guessing odd or even numbers to get out, a player may choose to have a Boob Tube race with the M.C. or his Opponent. If he wins he moves ahead 2 spaces. If he loses he stays in Jail.
- TAGGING — When both players land in the same space they may have a Boob Tube race. The WINNER must choose to take a Free Turn or send the LOSER back to the beginning of the street. (See Tagging.)