Mattel 29247 instruction sheet Command Cards, Winning, Alternative, Shorter Gameplay

Models: 29247

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Command Cards:

Playing a COMMAND card is a good way to avoid going “BOOM-O!” On your turn, play a COMMAND card when you like, not just when the total reaches 60 seconds.

DRAW 1: Going in the direction of play, all other players must pick up 1 card from the Draw pile. Running total stays the same. The next player goes.

DRAW 2: Going in the direction of play, all other players must pick 2 cards from the Draw pile. Running total stays the same. The next player goes.

REVERSE: : Play reverses direction. If played when only 2 players are left, this card has no effect. Running total stays the same.

SKIP: The next player is skipped and play proceeds to the following player. If played with only two players, the player of the card would get an immediate new turn. Running total stays the same.

DOUBLE PLAY: If you play a DOUBLE PLAY card, the next player must play 2 cards from his hand. Follow the cards’ directions sequentially. The first card played must be a card that affects the running total: 5, 10, :0, :30 or :60. (If you push the total over 60 or if you don’t have any Number card to play, Boom-O! Flip over one of your “Ticking Time Bomb” cards!) The second card played will affect gameplay as it continues with the next player.

=60: No matter what it was, the total is now 60 seconds. If the total was already 60, it has no effect, but avoids a penalty.

=30: The running total is now 30 seconds.

=0: The running total is now 0.

TRADE HANDS: If you play a TRADE HANDS card you can choose with whom you will trade hands. Play continues, and running total stays the same. If this card is the last card played from a player’s hand, the round is over.

BOMB: Boom-O! When this card is played, all other players, following the direction of play, must immediately discard a HOLD card to stay alive. If they don’t have a HOLD, they must flip a “Ticking Time Bomb” card. Running total resets to 0.

However, if you discard a BOMB card and all players play HOLD cards, you must flip over one of your own “Ticking Time Bomb” cards. Use those BOMBS wisely!

HOLD: If you play a HOLD card, the running total

holds. Remember: your HOLD cards are very valuable when someone plays a BOMB; the HOLD card will keep your “Ticking Time Bombs” ticking!

Winning:

The last player left with a “Ticking Time Bomb” card face up is the winner!

Alternative, Shorter Gameplay:

As soon as one player flips all “Ticking Time Bomb” cards, the game ends. The player with the most “Ticking Time Bomb” cards remaining is the winner.

If there is a tie, the tied players add the total value of the cards remaining in their hands. Count the NUMBER cards’ values and count the COMMAND cards as 1 point. The player with the lowest total wins.

CONSUMER INFORMATION

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Mattel, Inc. 333 Continental Blvd.

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29247-0920

© 2000 Mattel, Inc.

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Mattel 29247 Command Cards, Winning, Alternative, Shorter Gameplay, Hold If you play a Hold card, the running total