GET A TASTE OF THE EXPERIENCE DRAW • HUM • TALK • MIME WHAT IS THE GAME ABOUT? HINT is about hinting to your team-mates what YOU know. You can hint by talking, drawing, miming or humming. The better you are at hinting, the faster you can advance. But be careful about wild guesses, because there are things you are NOT allowed to guess! Teams take turns and the one with the highest score when all 20 cards have been played wins! #1
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DRAW • HUM • TALK • MIME · Draw, talk, mime or hum hints to get your team-mates to guess as many of the five objects as possible in 90 seconds. Remember, you DO NOT want them
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Transcript
GET ATASTE OF THE
EXPERIENCE
D R AW • H U M • TA L K • M I M E
WHAT IS THE GAME ABOUT? HINT is about hinting to your team-mates what YOU know. You can hint by talking, drawing, miming or humming.
The better you are at hinting, the faster you can advance. But be careful about wild guesses, because there are things you are NOT allowed to guess! Teams take turns and the one with the highest score when all 20 cards have been played wins!
#1
INSTRUCTIONS
CHOOSE A CARD FROM THE WHEEL. Each card shows the challenge and whether you have to talk, draw, mime or hum. Don’t turn over the card yet.
CHOOSE WHO WILL GIVE THE HINTS. If you’re hinting, turn over the card and look at the five objects you need your team to guess. DO NOT read them out loud. Note also the forbidden object marked in red.
SET A TIMER TO 90 SECONDS. IT’S TIME TO HINT AND GUESS! Draw, talk, mime or hum hints to get your team-mates to guess as many of the five objects as possible in 90 seconds. Remember, you DO NOT want them to guess the forbidden object. The team gets 1 point for EACH correctly guessed object and loses 2 points if the team-mates guess the forbidden object.
WHEN TIME IS UP, the opposing team can try to guess an unnamed object. They get ONE guess. They score 1 point if they guess correctly and lose 1 point if they get it wrong. If they guess the forbidden object, they score 2 points.
COUNT YOUR POINTS. Mark your points on a piece of paper, or just remember the score from round to round.
TURN THE CENTRE PIECE 1 notch anticlockwise. Some cards might move into the bonus zone.
PUT A NEW CARD in the slot where the arrow is pointing. That’s the end of the turn, and now it’s your opponent’s turn to hint. If they choose a card from the blue bonus slot, they get one extra point. If there is a card on the black bonus slot, they MUST take this card and get one extra point.
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MAKE THE GAME COMPONENTS
Cut out all the cards along the dotted lines. Avoid reading the white side.
Fold each card. The black side shows the challenge, the white side shows the objects.
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Cut out both the wheel and the centre piece along the dotted lines.
Place three cards around the wheel. Start from the arrow and go clockwise.