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Tegn og gæt

Tegn og gæt Rulebook

Table of Contents

Table of Contents

  • Contents
  • Task Cards
  • Setup
    • Ending the Game
  • Playing the Game
  • Scoring

Contents

  • 1 game board
  • 1 minute glass
  • 480 task cards with 1,920 tasks
  • 1 colour die
  • 4 pawns
  • 4 drawing pads
  • 4 drawing markers
  • 30 five-point cards
  • 20 two-point cards

For 4 to 12 players from age 8. Playing time: about 30 to 45 minutes.

Task Cards

The task cards are divided into four task groups. Each group is marked on the sheet with its own coloured icon:

  • Living beings: people or animals.
  • Things or places: something tangible, or an area such as Denmark.
  • Anything: also covers concepts.
  • Junior tasks: easier tasks that let children from about age 8 take part on equal footing with adults. Unless otherwise agreed, children only solve junior tasks.

Setup

Shuffle the task cards before the game starts.

Participants divide into 2 to 4 teams, and each team chooses its first drawer. The drawer changes after every die roll.

Each team chooses a pawn and places it on the start field of the game board.

The teams agree which team starts the game. Play then proceeds in turn order, clockwise.

Ending the Game

The game length may be agreed in one of two ways:

  1. The game ends when all participants have drawn a set number of times, for example 8 times.
  2. The game ends at a previously agreed time or after a set period, for example at 22:00 or after 45 minutes.

Playing the Game

The starting team rolls the die. The colour and symbol shown indicate how far the team's pawn moves and how much time the team has at its disposal.

  • On a roll of "1 x time", the team moves its pawn to the first field of the colour shown on the die. The drawer and team have a total of 1 x the minute glass's time.
  • On a roll of "2 x time", the pawn is moved twice forward, to the colour shown. The drawer and team have a total of 2 x the minute glass's time.

More than one pawn may stand on the same field.

The field the team lands on shows, by its colour and symbol, which type of task is to be drawn (unless the junior group is chosen).

Once the team's pawn has moved and it is known which task group is involved, the drawer takes a card from the box. Only the drawer may see the card. When the drawer has understood the task, he or she places the card face down in front of them. The minute glass is turned, and the drawer starts.

REMEMBER:

  • Letters or numbers may not be used.
  • The guessing team may guess without limit within the allowed time, and the drawer may only answer "yes" or "no".
  • When time is up, the drawer must stop, and the team may immediately make its last guess.

Scoring

  • If the team answers the drawn task correctly within the allowed time, it gets 5 points.
  • If the team does not answer correctly, first the opposing team to the left gets a chance to guess. This is one guess only, and the answer must come immediately.
  • If that team also cannot answer, the next team to the left gets a chance to guess, and so on.
  • If an opposing team answers correctly, it gets 2 points.
  • Each time a team passes the goal, it gets 5 points.

When the game is over, the points are counted up, and the team with the most points has won the game.

NOTE: If the point cards unexpectedly run out during the game, each team hands in the same number of points to the pool.

Have fun!