Fisher-Price J5232 Instruction Sheet

1. Decide if you want to play a short or a long game. Your game length—and therefore your story—can be customized by the way you lay out the Story Board:
Front
It’s storytelling time and YOU weave
the tale! Each player takes turns
contributing to a story, using the
Story Cards they are dealt as
inspiration. Then, after creating a
unique tale, players test their memories by recalling the story, and the player who remembers the most
wins! Your imagination’s the limit and
possibilities are endless
so get
ready to get silly!
Creativity
Language
Development
2-4
Playersrs
15-30
Minutes
Years
52 Story Cards Story Board: 3 Pieces 4 Character Story Starters: Mermaid, Dragon, Pirate and Martian
EXAMPLE:
4.
EXAMPLE:
NOTE:
5.
6.
The Memory Round is all about remembering what the Cards are. The story itself will help you to remember! There are two levels of play:
2.
3.
4.
5.
Story Boards
Mermaid
Pirate
Dragon
Martian
Cards
Once Upon a Castle
Penguin Plunge
Go Fish
Engage in other worlds of play with these Playchest Games
TM
!
Each sold separately, subject to availability.
www.playchestgames.com
Get creative and tell a unique tale using the Story Cards as inspiration. Then be the player to remember the most Cards to win!
TM
TM
To extend the length of your game, add one or both of the extension pieces
to the middle piece by snapping on the matching-colored tabs.
Start with the middle piece,
which has 4 spaces. You will use
this piece in every game.
2. There are four
Character Story Starters
in the game that will act
as the muses in your imaginative tale. They can be main characters or
Dragon = Fire
Martian = Planet
Mermaid = Bubbles
Remember Cards
Remember Cards with a Twist
3. Although there are four Characters, only ONE will be used per game. At the beginning of the game, the youngest player should choose a Character. Set it to the side of the Story Board and let it inspire you at any point in your silly story! HINT: Each time you play, choose a different Character to vary the stories. Let kids take turns choosing. You can also put all of the Characters in the box, close your eyes, and pick a Character randomly.
4. Shuffle the Story Cards and deal TWO to each player. Place the remaining Story Cards facedown in a Draw Pile near the Story Board.
During the Story Round, all players create and share their silly story together. Have fun and let your imagination run free!
1.
2.
3.
IF YOU TIE:
BJECT
O
Get creative and tell a unique tale using the Story Cards as inspiration. Then be the player to remember the most Cards to win!
Cards
Martian
Story Boards
Mermaid
CONTENTS
52 Story Cards Story Board: 3 Pieces 4 Character Story Starters: Mermaid, Dragon, Pirate and Martian
2
Please remove all contents from the package and compare them to the above list. If any of the items are missing, please contact your local Mattel office.
Dragon
Pirate
SetUp
1. Decide if you want to play a short or a long game. Your game length—and therefore your story—can be customized by the way you lay out the Story Board:
B
To extend the length of your game, add one or both of the extension pieces
to the middle piece by snapping on the matching-colored tabs.
3
Engage in other worlds of play with these Playchest Games
© 2006 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A. MADE IN CHINA. Manufactured for Mattel. All Rights Reserved. FISHER-PRICE, PLAYCHEST GAMES and associated trademarks and trade dress are owned by Mattel, Inc. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, Menara Lien Hoe, Persiaran Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
A
Start with the middle piece,
which has 4 spaces. You will use
this piece in every game.
2. There are four as the muses in your imaginative tale. They can be main characters or just funny sidekicks...It’s up to you! Each Character has associated
Character Story Starters
in the game that will act
icons on the Story Cards:
Dragon = Fire
Martian = Planet
3. Although there are four Characters, only ONE will be used per game. At the beginning of the game, the youngest player should choose a Character. Set it to the side of the Story Board and let it inspire you at any point in your silly story! HINT: Each time you play, choose a different Character to vary the stories. Let kids take turns choosing. You can also put all of the Characters in the box, close your eyes, and pick a Character randomly.
4. Shuffle the Story Cards and deal TWO to each player. Place the remaining Story Cards facedown in a Draw Pile near the Story Board.
Each sold separately, subject to availability.
Go Fish
78857
www.playchestgames.com
Penguin Plunge
J5237
TM
Once Upon a Castle
CONSUMER INFORMATION
In the US and Canada, service.mattel.com* or
J5234
Need Assistance?
1-800-524-8697, M-F 8AM – 6 PM, ET.
!
TM
www.playchestgames.com
J5232-0920
LET'S PLAY!
Story Round
During the Story Round, all players create and share their silly story together. Have fun and let your imagination run free!
Mermaid = Bubbles
4
1.
The youngest player goes first and play continues clockwise.
2.
On your turn, draw a Story Card; you should always have three Cards in your hand at the beginning of each turn.
3.
Choose any one of your three Cards and place it faceup on the
Story Board starting on the space furthest to one end. As you place the Card on the Board, begin a story by including the object on the Card. You may also include the Character Story Starter in your tale if you wish.
5
Back
TM
EXAMPLE: showing a drenched cat; you might want to start your silly story by saying:
Let’s say the Character is the Mermaid and you have the Card
“Once upon a time there was a cat that was so enchanted by the beautiful Mermaid that he jumped in the lake after her, getting himself soaking wet…”
4.
Going clockwise, the next player repeats the previous story for all of the Cards played up to that point. The retelling doesn’t have to be word-for­word, but it must include the basic elements of the story, especially the objects on the Cards and the Character’s involvement. That player then plays a Card that MATCHES THE SAME COLOR OR ICON as the last Card played, and continues the tale based on the object on that Card.
EXAMPLE: “The lovesick cat got all wet when he jumped in the lake after the beautiful
If the next player plays the Card showing a wand, they can say:
Mermaid….so the Mermaid waved her magic wand and the cat suddenly sprouted flippers!”
NOTE: be matched with any other color.
5.
Some Story Cards have multiple colors; these are Wild Cards that can
If it is your turn and you do not have a Card that matches the color or
icon of the last Card played, you may discard ONE Card and draw a replacement from the Draw Pile. If you draw a Card that is a match, then play it. If it is not a match, your turn is over.
6.
Players continue taking turns contributing to the silly story until the Story
Board is full, at which point the Story Round is over and the Memory Round begins.
6
MEMORY ROUND
Level 1
Remember Cards
The Memory Round is all about remembering what the Cards are. The story itself will help you to remember! There are two levels of play:
1.1. The player who placed the final Card in the Story Round flips all of the Cards over so that they are facedown.
2.
Turn order continues uninterrupted so that the next player is the first one
to go in the Memory Round.
3.
If it is your turn, try to guess the image that is on the first Story Card
that was played. You don’t have to retell the story, but that may help you to remember the object, character, place or action shown.
4.
Make your guess out loud, then peek at the Card to see if you are correct.
Only you should look at the Card during your turn.
• If you guess correctly, take the Card and place it faceup in front of you.
• If you guess incorrectly, return the Card facedown to its place on the Story Board so the next player can try to guess it.
5.
Players take turns guessing until all of the Story Cards have been removed
from the Story Board in the order that they were originally played.
6.6. Now count your Cards. The player who has remembered the most Cards wins!
7
IF YOU TIE:
representing the Character used in that game. The player with the most
Tied players should count their Cards that have the icon
wins!
Level 2
Remember Cards with a Twist
1.1. As in Level 1, when the Story Round is over, the player who placed the final Card flips all of the Cards facedown. However, in this level, that player then switches the placement of any TWO Cards on the Story Board, while the other players note which cards were switched. This will create an extra challenge during the Memory Round.
2.2. The next player goes first and tries to guess the image on the first Card
that was played, or if it was switched, whatever Card is now in that place. Players take turns guessing until all of the Story Cards have been removed from the Story Board in the order that they are now in.
3.3. When the Story Board is empty, players count their Cards and the player
who has remembered the most Cards, wins! Ties are broken in the same manner, by counting the number of Cards that have the icon of the Character used in that game.
8
1
Creativity
It’s storytelling time and YOU weave
the tale! Each player takes turns
contributing to a story, using the
Story Cards they are dealt as
inspiration. Then, after creating a
unique tale, players test their memories by recalling the story, and the player who remembers the most
wins! Your imagination’s the limit and
possibilities are endless
so get
ready to get silly!
Language
Development
15-30
2-4
J5232
+
5
INSTRUCTION
SHEET SPECS:
Folding Guide
1
Toy :
Toy No.:
Part No.:
Trim Size:
Story Game 1L
J5232
0920
20 W x 8.333H
Folded Size:
Typ e o f Fo l d :
# colors:
7
Colors:
Paper Stock:
5W x 5H
Accordion
PMS 533
White Offset
70 lb.
Paper Weight:
EDM No.:
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