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HOW TO PLAY -
OUTBURST BIBLE EDITION
- GAME
RULES
Rules of Play:
OUTBURST® BIBLE EDITION is a game of
topics. Each card has a TOPIC and 10 TARGET ANSWERS. Each
card is printed on both sides but only one side is played at a time.
OUTBURST® BIBLE
EDITION is played in teams. No matter how many people are playing,
divide the Players into two teams. Teams should sit together.
Because OUTBURST®
BIBLE EDITION is face paced and addictive, things can get a little wild.
In an effort to maintain some order, one Player should be selected to
also serve as the Master of Ceremonies (M.C.). (This is not one of
those rules you should question ... do it!) The M.C. keeps things
under control and maintains the playing order, topic selection, scoring,
etc.
The basic concept
is for you and your team to call out as many f the TARGET ANSWERS as
possible. Your team receives one point for each TARGET ANSWER
given.
Since there are a
number of smaller, but no less important aspects important aspects to
the game (such as BONUS POINTS and PASSING), reading the rules
completely will make it much easier to play and enjoy the game.
Preparing to
Play:
Divide into 2 teams. Remove the game components from the box.
Each team selects 3 PASS CHIPS and 1 SCORING PAWN on the space marked
START on the game board. The M.C. takes the CARD VIEWER. One
member of each team rolls the 10-sided DIE. The team with the
highest roll plays first.
To avoid any
possible misunderstanding, the M.C. must get all the PLAYERS' attention
and read the following little speech:
THIS GAME IS
UNFAIR! THERE MAY BE MORE THAN 10 APPROPRIATE ANSWERS FOR A TOPIC.
YOU MAY THINK OF ONE THAT IS NOT ON THE LIST. TOOOOOOO BAD!
YOUR GOAL IS TO
MATCH THE 10 TARGET ANSWERS THAT ARE ON THE TOPIC CARD.
MAYBE YOU'VE GOT A
GREAT ANSWER....BUT IF IT'S NOT ON THE CARD, DEMS DA BERRIES!
Beginning Play:
The M.C. selects the first TOPIC CARD. The M.C. is also a
PLAYER on one of the TEAMS. The M.C. does not attempt to read the
answers (which are obscured anyway), or look at the TOPIC on the back of
the card. The M.C. turns to PLAYING TEAM and reads aloud the TOPIC
printed at the top of the card. He then asks, "Play It? or Pass
It?" Not more than 30 seconds should be given for reaching this
decision.
Passing - An
Explanation:
When the M.C. announces your team's TOPIC you may not like it - you
may think it is too hard. If you don't like it, you simply
announce, "We'll pass it to the other team" and place one pass chip out
of play, returning it to the appropriate storage well.
The M.C. puts the
PASSED TOPIC aside, and pulls out a REPLACEMENT TOPIC which your
team must play immediately. (You cannot pass a REPLACEMENT TOPIC.)
After your TEAM has
completed your REPLACEMENT TOPIC, your opponents will play the TOPIC you
PASSED. Remember - the other TEAM has the opportunity to consider
their answers while your TEAM is playing the REPLACEMENT TOPIC.
NOTE - Your team
can pass up to 3 times per game. You are not allowed to PASS a
TOPIC that was PASSED to you.
Continuing Play
Let's assume, for example, your team liked the TOPIC it received and
elected to "Play It."
The M.C. passes the
TOPIC CARD, TIMER, and CARD VIEWER to a member of the opposing team who
will serve as SCORE-KEEPER.
Someone from your
team rolls both dice to determine your bonus possibilities. The
number rolled on the 10-sided DIE represents one of the numbered "TARGET
ANSWERS" on the card. For example, if you rolled a 7, then
happened to give the number 7 TARGET ANSWER, you'll receive BONUS POINTS
for that round. The number showing on the 6-sided DIE represents
the number of BONUS POINTS (1, 2, or 3) you are playing for: (It is
possible to get only one answer correct out of the 10 TARGET ANSWERS -
but in this case if it happens to be the number 7 answer, you'd get the
BONUS POINTS.)
Now the SCOREKEEPER
places the card with your TOPIC into the CARD VIEWER. When the
card is in the VIEWER the TARGET ANSWERS can be seen. The
SCOREKEEPER now reads the TOPIC aloud again (this assures that the card
has been placed in the Viewer with the correct TOPIC facing out).
The SCOREKEEPER moves the MARKING SLIDERS so that all of the CHECKMARKS
are covered. The TIMER is now turned over, and your TEAM has one
minute to call out answers for your TOPIC.
Each time one of
your team members calls out an answer, the scorekeeper announces "yes"
or "no" depending on whether the answer is among the TARGET ANSWERS on
the card. If the SCOREKEEPER yells out "yes," then he also shifts
the appropriate MARKING SLIDE exposing the check mark that designates a
correct answer. We recommend having a second player also from the
opposing team to assist the SCOREKEEPER in spotting the answers on the
card.
When the TIMER runs
out, the M.C. takes command. The M.C. immediately asks your
scorekeeping opponents how many TARGET ANSWERS have checkmarks showing,
and whether you earned your BONUS POINTS. Your team scores one
point for each checkmark, plus any BONUS POINTS.
Example: At
the beginning of the round Team 1 rolled a 7 with the 10-sided die and a
2 with the 6-sided die. If Team 1 calls out answer number 7 during
play it's worth 2 additional points. During the round Team 1 in
fact called out 4 correct answers including answer number 7. The
receive 4 points for the checks and 2 bonus points for a total of 6
points. In other words, answer 7 was actually worth 3 points that
round. The M.C. moves your team's SCORING PAWN that number of
spaces (6 in this case) along the path on the game board.
The first team to
reach the FINISH (50 points) wins. Remember that the TEAM that
went second should have a chance to tie.
Now the Player with
the CARD VIEWER reads aloud the answers that were not checked off.
Since players tend to get excited and shout out answers at the same
time, there will often be an answer that is not checked off that the
PLAYING TEAM members will adamantly insist they gave. It's only a
game...give it to them. However, the final decision about the
exact nature of a response is up to all of you. If it's just an
easy social game you may want to give points for partial or nearly
correct answers. If you want to be tough guys, and require exact
answers, go ahead.
A Few
Interesting Features
TOPICS can be
either very broad or very specific. It may be just as hard to come
up with 10 ANSWERS when there are only 10 possibilities as it is when
there are thirty possibilities. An average score of 5 is quite
good.
All team members
are encouraged to yell out answers at the same time (this adds to your
brainstorming and annoys the SCOREKEEPER).
Occasionally a team
just can't zero-in on the direction of a TOPIC. After a few
attempts, you may ask the scorekeeper to read the #1 answer to get you
started. Obviously, if you accept this clue you can't get a point
for it.
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