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Imagem & Ação: No Limite

Imagem & Ação: No Limite Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Cards
  • Setup
  • The Timer
  • The Die
  • Gameplay
    • First Round
    • Following Rounds
  • General Rules
  • Winner
  • Important: Agreeing on Correct Words
    • Using your IMAGINATION, shall we play MIMES?

Components

1 board - 1 timer - 1 deck with 4,000 words - 4 pawns - 1 die.

Objective

Move your pawn to the last space. ALL PLAYERS PLAY and win a round (the team with the most points wins by guessing the words).

Cards

There are three decks with different categories:

Action - verbs or expressions that designate an action.

Object - things that can be seen or touched.

Mix - anything that is not an object or an action. Includes people, places or animals (including their parts and characteristics), titles of films, books, games, sports, artists, etc.

Setup

  • Players must be divided into teams - at least two and at most four. There is no limit on the number of players on each team.

    Note: The game is faster and more exciting if there are fewer teams and more players per team. One of the teams may have one extra player if necessary.

  • The cards must be divided into 3 piles according to their themes, shuffled, and placed in the center of the table with the scoring faces facing up. Pencils and paper must be provided for all teams.

  • Each team chooses a pawn and places it at the start of the board. By any criterion, the teams must establish which players will be the first to draw and what the rotation order will be, so that each time a turn is played, the teams alternate their players in the drawer position.

  • The game begins on the first space, ALL PLAY.

The Timer

The game's timer determines the time a player has to draw the three words or expressions of the cards in play.

The drawer must place the timer in front of them so that the words face them. When the timer is switched on, the drawer has little time to draw the three words before the cards fall. The cards always fall in the same order: 1, 2 and 3.

The timer must be handled only by the current drawer. The drawer is the one who must choose the order in which they want to place the cards on the timer, and also remove a card when they hear that some player has guessed the drawing, before it falls.

IMPORTANT

  1. Press D (to turn off the timer).
  2. Turn the knob clockwise until the end of its travel.
  3. Place the cards.
  4. Press L (to turn on the timer).
  5. NEVER store the timer with the cord engaged.

The Die

The die determines which line of words the players must draw in the round.

One of the faces of the die is the wildcard, which allows the player to choose which line of words they wish to draw.

Gameplay

First Round

The starting space is an ALL PLAY space. The drawer of one of the teams takes one card from each pile. Then another player rolls the die to see the number of the line of words the drawer must draw, and chooses the colour (pink or blue). Only the drawer of each team may see the words and, by common agreement, decide their order on the timer.

Everyone ready, the drawers begin drawing for the players of their teams, trying to get them to guess the words in question.

The other players will propose words until someone says the correct word, or until all the cards fall.

When a player on a team guesses a drawn word, the drawer of that same team must quickly remove the corresponding card from the timer, before it falls.

When a card falls on the timer, it no longer counts for points. The drawers must start drawing the word of another card. If it was the last card, the round ends.

At the end of the time, each team counts the points for the cards it managed to guess and advances its pawn on the board.

The team that scores more points keeps drawing! In case of a tie, the team that guessed a card first keeps drawing.

Example: Object 3 + Action 1 + Mix 1 = 5 (points).

Following Rounds

On the team's turn, the drawer checks whether their team's pawn is on an ALL PLAY space. If it is, play proceeds as explained above, with the difference that the drawer of the team whose turn it is chooses the order in which the cards are placed on the timer.

If it is an ordinary space, the round proceeds as the first round, but only with their team trying to guess.

General Rules

  • Each team will play only once. At the end of the round, it must always pass its turn to another team.
  • Each time a team draws, it must have a new participant as the drawer (there will be a rotation).
  • The drawer may not use physical or verbal communication, however small.
  • It is not allowed to use letters or numbers.
  • Two or more pawns may occupy the same space on the board at the same time.
  • Do not place crumpled cards on the timer. They do not stand upright.

Winner

To win the game, a team must take its pawn to the last ALL PLAY space and win a round, scoring the greatest number of points.

Note: It is not necessary to get the exact number on the die to enter the last space of the board.

Important: Agreeing on Correct Words

Before starting the game, the players must agree on the degree of precision to be taken into account when considering a word correct. For example:

  • Is "Setor" correct for "departamento"?
  • Is "Autódromo" correct for "pista de corrida"?
  • Is "Einstein" correct for "Albert Einstein"?

Once the criteria are agreed, everyone must stick to them for the rest of the game, using them for any doubtful situation.

Using your IMAGINATION, shall we play MIMES?

Before the start of the game, participants may choose to play by miming instead of drawing. This decision must be accepted by all players. In this case, drawings are not allowed during the game, only MIMES (charades)! The rules for MIMES are the same as for drawing.