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HOW TO PLAY -
COODJU
GAME - GAME
RULES
OBJECTIVE:
Teams must race against the clock to spell words, according to the roll
of the dice. Points are earned with every correct spelling.
The first team to score 100 points wins the game.
GETTING READY:
1. Split into two teams (it does not matter if one team has
one more player than the other).
2. The first team to play should
choose one of their players to be the "Reader" of the Coodju Cards.
During the round all other players on the team will take turns
spelling. (For teams with only two players, one person should
be the Reader and one should be the Speller) Note: These
selections must change each round so that every teammate has a chance to
read and spell.
3. The Reader should fill the front
pocket of the cardholder with Coodju Cards (words facing him or her) and
sit where his or her teammates cannot see them. The back pocket
should be used to discard Coodju cards that have already been used in
the round.
4. Players from the opposing team
are in charge of starting the timer, keeping the score and checking the
spellings over the Reader's shoulder.
HOW TO PLAY:
1. The Reader rolls the dice and announces the team's
HOW? and WOW!. The HOW? Die
shows the team's spelling twist and the WOW! Die shows the
team's scoring bonus for each round. Both dice must be used during
play.
2. When the timer is flipped over
the Reader begins calling out the words in the order they appear.
3. Starting from left to right, each
of the Reader's teammates must spell a word, and continue doing so,
until the time runs out (All spellings must be spoken, not written).
4. If a teammate spells a word
correctly, the Reader moves on to the next word and the next Speller
(For two-player teams there is only one Speller per round).
5. If a teammate spells a word
incorrectly the Reader moves on to the next Speller, but
stays on the same word until one of the other teammates spells it
correctly. If no one spells the word correctly, after everyone
has had a chance, that word is considered dead. The
Reader should then move on to the next word and the next Speller (For
teams with only two players, the Reader just moves on to the next word
since there is only one Speller).
6. After finishing a card, the
Reader should continue drawing new cards while placing used cards in the
back pocket of the card holder (to help tally the score at the end of
the round).
7. After the time expires, tally the
score and pass the dice to the next team.
HOW? DIE RULES
FORWARD Spell every word
forward. For example, if the Reader says, "FRIEND," the Speller
should answer, "F-R-I-E-N-D."
BACKWARD Spell every word
backward. For example, if the Reader says, "PEACE," the Speller
should answer, "E-C-A-E-P."
SKIP-A-LETTER Starting with
the first letter, spell every other letter in each word.
For example, if the Reader says, "ECHO," the Speller should answer.
"E-H."
VOWEL Spell only the vowels
in every word (in the order they appear). For example, if the
Reader says, "STAPLE," the Speller should answer, "A - E." Note:
The letter "y" is considered a vowel when it represents the "a, e, i,
o, u" sounds. To simplify play, make "Y" either a consonant or a
vowel for the entire game.
CONSONANT Spell only the consonants
in every word (in the order they appear). For example, if the
Reader says, "DESIRE," the Speller should answer "D - S - R."
Note: The letter "y" is considered a consonant when it does not
represent the "a, e, i, o, u" sounds. To simplify play, make "Y"
either a consonant or a vowel for the entire game.
OUTSIDE - IN Starting with the
first letter, spell every word from the outside to the inside and
from the left to the right. For example, if the Reader
says, "PARTY," the Speller should answer, "P - Y - A - T - R."
WOW! DIE RULES
DOUBLE TIME Spellers get
twice the amount of time to spell the words (approximately two minutes
instead of just one). Whoever is watching the timer must flip it
over as soon as the sand runs out.
DOCK'M Try to spell as
many words correctly as possible, because not only do you get to add
these points to your team's score, but you also get to DOCK'M
from the other team's score. If DOCK'M appears
on the first roll of the game, the other team starts with a negative
score that matches the amount of points your team earns that round.
OVERRIDE If a team is lucky
enough to roll this, all HOW?'s are up for grabs.
That's right! The team gets to pick its favorite HOW?.
DOUBLE POINT Regular words
are worth 3 points and bonus words are worth 15 points.
PASS Spellers can skip as
many regular words per card as they desire and still be eligible for the
bonus word. Anyone on the Speller's team (including the Reader)
can yell "PASS." Teams do not get points for words
they PASS.
SCORING
Each Coodju Card has five regular words at the top and one bonus
word at the bottom. If spelled correctly, each regular word is
worth 1 point and each bonus word is worth 5 points (See the
WOW! Die Rules for DOUBLE POINT and
TRIPLE POINT exceptions).
If any of the first five words are not
spelled correctly the Reader skips the bonus word and moves on to the
next card. The Reader must rule on each spelling by either saying
"Right" or "Wrong" before moving on to the next word in order to
help the scorekeeper out. Use the score pad for accuracy.
STRATEGIES FOR WINNING
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Since this is a race against time, words
should be read as quickly and clearly as possible.
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The Reader is encouraged to help the
Spellers by over-enunciating words. For example, the Reader can
pronounce "PAGEANT" like "PAGEANT," or "WEDNESDAY" like "WED -
NES - DAY."
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The Reader can also use sentences to
clarify the meaning of the words. No other type of help should be
given to the Speller.
WINNING
Playing until the first team reaches 100 points makes for a good
game (feel free to set your own point goal). Coodju just make sure
each teammate had at least one chance to read and spell?
VARIATIONS OF PLAY
Instead of spellers taking turns, anybody or everybody on the team
can shout out spellings. As soon as the Reader hears the correct
spelling he or she shouts "Yes!" and moves on to the next word.
When played at rapid-fire speeds this variation gets really loud and
crazy!
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