Fisher-Price R4651 Instruction Sheet

It’s Not What You SAY, It’s What You HEAR!
It’s Not What You
SAY,
It’s What You
HEAR!
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
Black Plate
Diagram
COVER
COVER
MAD GAB To Go
7” W x 8 " H
3.5” W x 2” H
accordian
Prints both sides
White Offset
Folding
R4651
-0920
Black
70 lb.
COVER
COVER
OUTSIDE FRONT INSIDE BACK
FRONT COVER
2 Teams
10+
It’s Not What You
It’s Not What You SAY, It’s What You HEAR!
It’s Not What You SAY, It’s What You HEAR!
CONTENTS
60 Cards, Sand Timer, Storage Case, Rules Sheet
Please remove all components from package and compare them to this list. If any items are missing, please call 1-800-524-8697
OBJECT
Be the first player or team to score 10 points by solving 10 word puzzles. Puzzles consist of a set of unrelated words that, when read aloud, sound like familiar phrases, names, places, etc. For example, “May Weed Ants” sounds like “May we dance.”
SET UP
• Open the storage case. Move both score sliders to zero and stand the sand timer in its socket. Flip up the orange card stand. Leave the cards in their well to form a draw pile.
Sand Timer
SAY,
.
Score Sliders
Draw Pile
It’s What You
Card Stand
• There are four Mad Gab® puzzles on each card. Each puzzle clue appears in a word bubble in large type. Its answer is on the opposite side of the card, in the upper right hand corner.
A pair of socks
May
Weed
NOTE: The cards should be
Ants
played in the following order: puzzle A (blue side), puzzle B (blue side), puzzle A (orange side), puzzle B (orange side). There are 240 puzzles
18
Hit Fins
Ape Hick
in total.
A pair of white underwear
HOW TO PLAY MAD GAB®
With 2 Players:
• Players take turns.
• During a turn, a player can try to solve up to three puzzles.
• On your turn, the opposing player fits three cards into the slots in the card stand, being careful not to let you see them
1
2
3
• When you are ready to begin, the opposing player flips over the sand timer in its socket in the storage case, then turns the card stand toward you so you can see the first clue on the front card.
• The opposing player can see the answer on the back of each card.
• Start saying the clues on the front of the card OUT LOUD until you can sound out the solution of the puzzle.
• Once you solve a puzzle, the opposing player removes that card from the card stand to reveal the next puzzle, and so on.
• You may not “pass” on any puzzles.
• When your time runs out, use your score slider to keep track of your points. You earn 1 point for each puzzle
you solved.
With 2 Teams:
• Teams take turns. On each team’s turn, players take turns being “Coach.”
• During a turn, a team can try to solve up to three puzzles together.
• When it's your turn to be Coach, place three cards into the slots in the card stand, being careful not to let the rest of your team see them yet.
• When your team is ready to begin, flip over the timer in its socket then turn the card stand toward your team.
• While your teammates try to solve the Mad Gab® puzzles, you try to help by “coaching” them to say the puzzle correctly. Coaches cannot look at the puzzle clue, but you can direct your team to emphasize certain syllables, say the puzzle faster or slower, or listen to a certain player who may be the closest to the answer. Encourage your teammates to say the Mad Gab® puzzles aloud so they can “hear” each other “say” the answer!
• As Coach, you may not give any hints regarding the answer, such as, “It’s an actor.”
• The opposing team determines if your teammates actually knew what they were saying, and if they correctly solved the puzzle.
• Once a puzzle is solved, pull that card from the stand to reveal the next one, and so on. You or your team may not “pass” on any puzzles that stump you.
• When time runs out, the playing team records one point on their score slider for each puzzle they solved.
WINNING THE GAME
The first player or team to score 10 points (after both players or teams have had the same number of turns) is the winner.
In the Event of a Tie:
Move both score sliders back three points then continue playing as before.
FOR A LONGER GAME
If you’re mad about Mad Gab®, try a 20 point game – just move the score sliders back down to zero once you reach 10.
© 2009 Mattel, Inc. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Relations 1(800) 524-8697. Retain this address for future reference. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Canada, Inc., Mississauga, Ontario, L5R 3W2. You may call us free at/ Composez sans frais le 1-800-524-8697. 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.
Mad Gab puzzles and the trademark It’s Not What You Say, It’s What You Hear! are used under exclusive license from TW2, Ltd.
CONSUMER INFORMATION
Need Assistance? Visit service.mattel.com or call 1-800-524-8697 (US and Canada only), M-F 9AM - 7PM & SAT 11AM - 5PM, Eastern.
SERVICE.MATTEL.COM
R4651-0920
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