![]() ![]() Use only one side in any game then return it to the bottom of the card pile after use. THE CHALLENGE CARDSĮach Challenge card is double sided. If they DO get all the answers right they score DOUBLE the maximum score of 9 - which is 18! The Answering Team then keep it until they decide to play it on a future turn. To 'play' it on the Answering team just hand it to them.įor that turn the Answering team must get ALL the answers right: if they don't they score nothing (even if they get seven or eight answers right, they still score zero). The Double or Nothing card can be played by the Asking team on the Answering team just after they have put a new card into the stand at the start of a turn. The base is not turned round during play only the top of the stand should be swivelled round each turn by gripping the Card Holder. Move the first peg along the 1-9 row to score 'ones' and the second peg along the other row to score 'tens'. One row is numbered 1-9 and the other 10 - 90. The curved feet of the stand have double rows of holes used for keeping score. Each team takes two pegs to use for scoring. Place the Shout stand on the table between the teams. In each round one of the teams is the 'Asking team' and the other is the 'Answering team'. One point is scored for each right answer. NEW STOCK IS ON THE WAY BUT THERE MAY BE A SLIGHT DELAY TO YOUR ORDER AS WE WAIT FOR THIS TO ARRIVE.Two teams take 1 minute turns at answering the Challenges on the cards - as soon as any player thinks they know an answer they shout it out. * DUE TO HIGH DEMAND FOR THIS ITEM, OUR STOCK LEVELS ARE CURRENTLY LOW. Please contact us before purchasing for P&P prices outside of the UK. ![]() The first player to get rid of all their cards wins. Play now continues with players trying to match an icon on their top card to the new centre card. When they find the match, they shout out the name of the icon and put down their card on top of the centre card. Everyone looks at the top card of their deck and tries to be the first to find which icon on their top card matches one of the icons on the centre card (there will always be a match). Deal an equal number of cards to everyone playing (2-6 players). We encourage the game to be used both with young people and adults - many staff teams will have fun and grow in their own confidence with the resource before using it with young people. Tested with different groups and improved from working with young people and adults in a number of contexts, the icons chosen reflect terms that have been shown to open the most interesting and helpful discussions. This resource is a huge help to anyone wanting to start having conversations in contexts where these topics have been difficult to raise. The game works fantastically with small groups both in youth clubs and schools. Everyone is in the same position, focused on matching the next card and saying their own words. The game rhythm helps participants to practice saying these terms in a safe, low-pressure context. When players match an icon from their card to a central card they shout out the relevant word. Each card in the game has 6 icons that represent a different relationship, sex or anatomical term. In a structured and fun way, this game exists to help people grow more confident in using these words.
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