Fisher-Price M1009 Instruction Sheet

ELECTRONIC
14+
2-10
GAME
Contents: 1 Figure 1 Round Prop 1 Rectangular Prop
1 Scoreboard 2 Dry-Erase Markers 1 Wipe Cloth 1 Rules
Please remove all components from the container and compare them to the contents list. If any items are missing, please call 1-800-524-8697. Outside the U.S., please consult your telephone directory for a listing of your local Mattel office.
Keep these instructions for future reference as they contain important information.
CAUTION: MAKE SURE THE MARKER YOU ARE USING IS ERASABLE. TEST BY MAKING A MARK ON THE PLASTIC SURFACE IN AN INCONSPICUOUS PLACE, SUCH AS INSIDE THE ROUND PROP. To avoid staining, only use a dry-erase marker similar to the ones supplied. Clean after and during play with a soft rag.
OBJECT
BEFORE PLAYING
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Open the battery compartment door located on the bottom of the right foot and insert 3 “AAA” batteries. Turn power switch from “0” to “I.”
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LET’S PLAY
Divide players into 2 teams. The team that goes first will be Team 1.
Each team selects who will be the Picturist— the player who will draw the clues on their first turn. The role of Picturist will rotate amongst the team players on each turn throughout the game.
Team 1’s Picturist turns over Pictionary Man so that he or she can read the electronic display. Push the large button(1).
1 = Large Button
l / 0 = On / Off
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2
2 = Small Button
Pictionary Man™ will randomly select a category. If the category is People or Titles, you will also see a secondary hint to help further identify the category. The Picturist reads the category and hint (if given) out loud.
PICTIONARY MAN
CATEGORIES
PEOPLE (Character, Celebrity, History) ACTIONS TITLES (Movie, Music, TV) ROLE PLAY (Occupations and Pastimes) MISCELLANEOUS
The Picturist then pushes the large button(1) again to see the clue. After a brief delay for you to think about what you want to draw, the timer will start and the action begins!
Using Pictionary Man™ and his props, the Picturist starts to draw while his or her teammates shout out possible answers. Did your team get it right? Push the large button(1) to stop the timer and confirm the correct answer. Your team scores 1 point and play passes to Team 2.
If your team doesn’t guess correctly, you score no points and play passes to Team 2.
Play continues with each team alternating turns.
Keep score with the scoreboard contained in the rectangular prop by marking one square for each point scored.
PICTIONARY MAN™ DOS AND DON’TS
YOU CAN...
• Be creative!
• Draw on the props.
• Act out the answer using Pictionary Man™ and his props.
• Use symbols (a question mark, exclamation point, etc.)
• Draw anything related to the answer, no matter how tenuous the link.
• Break words down into a number of syllables.
• Draw “dock” for “doc,” or “flu” for “flue,” etc.
YOU CANNOT...
• Use “ears” for “sounds like.”
• Use dashes to show the number of letters in the word.
• Use letters or numbers.
• Speak to your teammates.
• Use sign language.
NOTE: Around 10 seconds before time is up, the timer will begin ticking faster to warn players that they are running out of time.
CHALLENGE ROUND
After 7 turns, Pictionary Man™ will announce a Challenge Round. In a Challenge Round, each team sees the category to be played and bids how many answers they can guess correctly in the time allowed. If your team is falling behind, here’s your chance to catch up.
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