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Smart10: Harry Potter

Smart10: Harry Potter Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Objective
  • Game Setup
  • How to Play
  • Question Categories
    • Example
  • End of a Round
  • End of the Game
  • Opening and Closing the Smartbox

Contents

  • 1 Smartbox with built-in scoring wheels
  • 10 answer markers
  • 50 double-sided quiz cards
  • 1 rulebook

Game Objective

The goal is to be the first to collect 15 points by finding the correct answers.

Game Setup

In each corner of the Smartbox there is a scoring wheel, with a different symbol shown next to it (A). Each player chooses a symbol — with more than four players, form teams. Shuffle the cards and place them in the Smartbox so that the answers can be seen through the holes (B).

Note: how the Smartbox is most easily opened and closed again is described at the end of this rulebook.

Place the 10 answer markers on the holes of the Smartbox, so that the answers are no longer visible. Pull out the top card and slide it under the stack inside the Smartbox (C). Set all scoring wheels to 0.

How to Play

Smart10 is played over several rounds. The youngest player begins. Play then continues clockwise.

The player whose turn it is takes the Smartbox and reads the question in the middle of the card aloud. They may then decide whether to a) give an answer, or b) pass.

a) Giving an answer: If the player believes they have found a correct answer, they may remove the corresponding answer marker and immediately see underneath whether they are right.

  • Is the answer correct? Great! The player may keep the answer marker and passes the Smartbox to the next player.
  • Is the answer wrong? Bad luck! The player must sit out the rest of this round and may not give any further answer to the current quiz card. In addition, they lose all answer markers already collected in this round. These are set aside, and the next player takes their turn.

b) Passing: If the player believes they cannot give a correct answer and does not want to lose the answer markers already collected in this round, they may choose to pass. Nothing further happens, and the next player takes their turn.

Question Categories

True/False: The answers are either "true" or "false." Only the "true" answers are to be guessed. Alternatively, the game can also be played so that a marker is won for both "true" and "false" answers, as long as the answer given matches the one on the card.

Number: Guess the exact number or the exact date of any answer of your choice.

Order: Guess at which position any answer of your choice belongs in the sequence. Example: Question: "Rank the Harry Potter films by their year of release (1 = earliest)!" Answer: "Third," and the answer marker next to "... the Prisoner of Azkaban" is removed to see whether the answer is correct.

Note: the questions do not need to be answered in order!

Century/Decade: Guess the correct century or decade.

Color: Guess the correct color.

Other: Guess the correct word, name, etc.

Example

Question: "Is a character in the Harry Potter film series?" Two answers are already revealed: "Harry Potter" is correct and "Lavender Longbottom" is wrong. That means a player in this round has either already dropped out, or — in the alternative variant — correctly guessed the wrong answer.

End of a Round

A round ends when all 10 answer markers have been removed from the Smartbox, or when all remaining players in the game pass and no longer want to give an answer. Each player, or each team, counts the answer markers they collected in this round and adds that number as points to their scoring wheel.

The answer markers are placed back on the holes of the Smartbox, the current card is slid under the stack, and a new round can begin as described above, with the player to the left of the last starting player.

End of the Game

The game ends as soon as, after a round, at least one player or team has reached 15 or more points on the scoring wheel. That player or team wins. If several players or teams have reached 15 points after a round, whoever has the most points wins. For a longer game, the target score can be raised to 30.

Opening and Closing the Smartbox

The Smartbox is closed tightly so it can easily be taken anywhere! With a small trick it opens quite easily: pull the side latch on the top outward while simultaneously pushing up on the underside.

To close the Smartbox again, the latch must be set at an angle against the side guides and then pushed down.


20 minutes · 2–8 players · ages 12+

Piatnik game no. 724695 · German edition: © 2022 Piatnik, Wien.