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  9. Fundex Games 3 Great Games User manual

Fundex Games 3 Great Games User manual

1
INSTRUCTIONS
HANGMAN
Players: 2
Object:
Guess the word that your opponent has chosen before the
skeleton on the gallows is complete and you are hung!
Set-up:
Insert the gallows into the slot on the blue Monster Medic™
game board. Lay out all the bones of the skeleton. Give each
player a note pad, Hangman shield, and a pen or pencil.
Decide the number of rounds to play in the game (it should
be an even number).
Play:
Determine which player chooses a word rst. This player
selects a secret word or phrase and writes it down on a
piece of paper hidden by the Hangman shield, so the other
player cannot see it. Then, on another piece of paper the
player who chose the secret word writes down blank lines for
each letter of the word or phase – this is shown to the player
that is trying to guess the word or phrase.
The guessing player begins to guess letters that may ll in
the blanks. If a guess is correct, the letter is written in the
appropriate blank(s). Each time the player guesses a letter
incorrectly, his opponent gets to hang a bone of the skeleton
onto the gallows (start with the head, then the body, arms,
and legs). If the player guesses the word before his skeleton
is complete, he wins the round and gets a point. If the player
is unable to guess the word before his skeleton is complete,
his opponent wins the round and gets a point. In the next
round the players switch roles.
Winner:
When players have reached the determined number of
rounds (chosen before the games starts) they add up their
points. The player with the most points is the winner.
MONSTER MEDIC™
Players: 1 to 4 players
Object:
The player with the most Monster Parts at the end of the
game wins.
Set-up:
Turn the switch, located underneath the game board, to the
“ON” position. Place the Monster Medic™ game board on
a table or the oor and circle the players around it. Make
sure all the players can easily reach the tongs and all parts
of the game board. Place all the Monster Parts in their
corresponding shape openings on the game board.
Game Play:
The youngest player goes rst and play passes to his left.
Each player tries to remove one of the Monster Parts. If the
player is able to remove the part without getting buzzed by
the U.F.O., he or she keeps the Monster Part and passes
the tongs to the next player. If the player gets buzzed, the
Monster Part returns to it’s location on the game board and
he or she passes the tongs to the next player. The game
continues in this manner with each player taking a turn.
Winner:
When all of the Monster Parts have been removed, each
player counts his or her Monster Parts and the player with
the most parts wins!
Two AAA alkaline batteries required. Do not mix old and new
batteries.
2
INSTRUCTIONS
ON THE BUBBLE™
Players: 2 to 4
Object:
Be the rst player to move your four game pieces completely
around the track and occupy your nish spaces.
Set-up:
Each player chooses a color and places their four colored
playing pieces in their HOME spaces. Each player’s HOME
spaces should be closest to them and in the area of the game
board that corresponds to the color of their game pieces.
Each player takes a turn “popping” the die by pressing down
on the top of the bubble and releasing it. The player to “pop”
the lowest number plays rst.
Play:
Each player in turn “pops” the bubble. A player must “pop” a
“1” before they can move a playing piece from their HOME
space to the starting circle. If a “1” is popped, the player
moves to the start circle and can take another turn.
Play moves to the left. Playing pieces are moved clockwise
around the track by counting the number of dots shown on
the die in the bubble. If a player has more than one piece
in the playing track, he may move the piece of his choice.
If a player’s playing piece lands by exact count on a circle
occupied by his opponent, the opponent must return his own
playing piece to his HOME space.
Note:
Whenever “1” shows on the die the player may move either
a playing piece on the playing track or move a playing piece
remaining in the HOME space to the starting circle.
When each playing piece has completed moving around
the Playing Track, it must enter the FINISH circles marked
1,2,3,4. A player must pop an exact count on the die to move
his playing piece into the FINISH spaces.
Winner:
The rst player to move all four of his playing pieces into his
FINISH circles wins the game.
©2003 Fundex Games, Ltd. • P.O. Box 421309 • Indianapolis, IN 46242 • Questions or comments? Write to us,
call 1.800.486.9787 or email [email protected] • www.fundexgames.com • MADE IN CHINA

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