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30 Seconds Junior

30 Seconds Junior Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Contents
  • Object of the Game
  • Setup
  • The Die
  • Play
  • The Explainer May
  • The Explainer May Not
  • Penalties
  • End of the Game
  • Tips
    • Strict or Not So Strict?
  • Variations
  • Playing with Three
  • Warning

Introduction

30 SECONDS junior is a guessing game for two or more teams. The more people in a team, the better. For example, if six people play, two teams of three are better than three teams of two. You can also play 30 SECONDS junior with three players (see "Playing with Three" at the end of the instructions).

Contents

240 cards, 1 game board, 1 sand timer (30 seconds), 1 die, 4 pawns.

Object of the Game

Be the first team to reach the ZIEL (finish) space! You move your pawns when you guess the described terms on the current card. The aim is to guess as many terms as possible during the 30 seconds, up to a maximum of five.

Setup

Place the game board in the middle of the table. Put the box with the cards, the sand timer and the die next to the board.

Split into teams. Each team takes one pawn and places it on the START space.

Each team decides the order in which its members take turns describing and guessing. Keep this order for the whole game.

Each team has one describing person (the "explainer"). The other team members try to guess the terms on the drawn card. The role of the explainer changes to a different team member every round.

The team that rolls the highest number begins.

The Die

The die shows the numbers 0, 0, 0, 1, 1, 1. It is rolled before the explainer takes a card from the box.

The goal is to beat the die by guessing, as a team, at least as many terms as the number the die shows.

If you guess the same number of terms as the die shows, or fewer, you do not move your pawn.

If you guess more terms than the die shows, you may move your pawn as many spaces forward on the board as the number of terms by which you exceeded the die.

For example, if you guess 3 terms and rolled a 1 beforehand, you may move your pawn 2 spaces.

More examples:

  • Rolled 0, guessed 3 terms = move 3 spaces.
  • Rolled 1, guessed 1 term = move 0 spaces.

Play

The first team rolls the die.

The explainer takes a card from the "RAUS" (out) side of the box. Each card has a green side and an orange side. The color of the board space on which the team's pawn sits at the start of the turn determines which side of the card is used in this round: if your team's pawn is on an orange space, the explainer describes the terms on the orange side of the card. The START space is green, so all teams start with the green side of the card.

Each side of the card lists 5 terms, which you may describe in any order.

The explainer may only look at the card once the sand timer has been turned over.

One person turns over the sand timer and says "Go!" ("Los!"). Now the explainer looks at the card and begins describing the terms. None of the other team members may see the terms!

All the other team members call out their guesses and try to guess the terms while the explainer describes them. Meanwhile, the other teams watch the sand timer and shout "STOP!" when the sand has run through.

Now compare how your team did against the die. If you guessed more terms than the die roll you made at the start of the turn, you move forward as described under "The Die".

Put the card back into the box (on the "REIN" (in) side).

Pass the die to the next team to your left.

The Explainer May

  • describe the terms in any way, including singing, humming or gesturing;
  • describe the 5 terms in any order;
  • use articles and other filler words in the description that appear with some of the terms.

The Explainer May Not

  • say the actual terms on the card;
  • look at the terms on the card before the sand timer has been turned over;
  • say any words that are derived from the terms sought or are part of them;
  • give "sounds like" or "rhymes with" hints;
  • name letters or refer to them;
  • use translations;
  • point at anything.

Penalties

If a person breaks one of the rules, the team's turn ends and its pawn is moved back one space.

End of the Game

The first team to move its pawn onto the ZIEL (finish) space wins.

Tips

Strict or Not So Strict?

Before you start playing, agree on how strictly you will judge answers. For example, is "Micky" enough as an answer if the card says "Micky Maus"?

Also decide whether the full term must be said before the sand timer runs out. For example, is it okay if the team members say "Micky" before the sand timer runs out and "Maus" after?

Variations

  • The game can also be played without the die, and therefore without deducting the die value.
  • To make the game easier, children may choose the card side to be explained themselves, regardless of the color of the board space.

Playing with Three

If there are three of you, one person describes the terms for the whole game, alternating between the two other people, who are one team each. Otherwise the rules are identical.

Warning

Not suitable for children under 36 months because of small parts. Choking hazard.