EducationalLearningGames.com

Free Shipping over $75.00 In The Continental  USA Only

    McAfee Secure sites help keep you safe from identity theft, credit card fraud, spyware, spam, viruses and online scams

no items in cart

    Home | Customer Service | Shipping

  THE FUN WAY TO LEARN!

  
  Search   Advanced Search             Baby -  Toddler Preschool - K  |  Grades 1-3  |  Grades 4-6  |  Grades 7-12

Brain Teasers

  Bible Games  

Card Games

Drama/Music Games

Dry Erase Boards

Educational Toys

Family Games

Foreign Language  

Geography Games

Government Games

 Grammar Games

History Games 

Logic Games 

Math Games

Magnetic Games

Mazes

Mensa Games

Money Games

Party Games

Phonics Games

Puzzles

 Religious Games

Science Games

 Sign Language

Spelling Games

Sport Games

Strategy Games 

Time Games

Travel Games

Trivia Games

Wooden Games

Word Games 

 
 Clearance/ SALE
 

 View Shopping Cart

 Check Out

 

 Phone: 727-786-4850
 M-F  9am - 5 pm EST
 Fax: 727-786-4785

 

 E-Mail:
 info@ELGames.com

 
 
 
 
 

 

How To Play - Outburst Bible Edition - Game Rules
 Outburst Bible Edition is an uproarious party game filled with challenging and entertaining
Bible topics.
Outburst Bible Edition is an bible board game that's easy as it is fun. 
 

Bible Games | Party Games
Order Outburst Bible Edition Game

 

Award Winning
Games
 

 

Outburst bible edition, outburst bible game, bible games, christian games, kids bible games, bible board games, fun bible games
 

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.

 


 
 

Customers Who Bought This Game Also Bought

PROVERBIAL WISDOM
Bible Games
View Details
challenges four to sixteen
players, ages ten and up to sketch
a proverb for teammates to guess,
choose the correct meaning
or origin of a proverb, 
or guess what proverb
is represented by a pre-drawn
picture. Players have
sixty seconds to perform!
Ages 12 +
Price $26.95
 

BIBLE TRIVIA Game
Bible Trivia Game - Bible Game - Cadaco
View Details

Trivia questions from the
Old and New Testament
will challenge
players in this exciting and
 inspirational family game.
Children's questions permit all
age groups to learn
and play together.
Ages 7 + 
Price
$11.95
 

UNGAME CHRISTIAN VERSION
Ungame Christian Version - Family Games - Talicor
View Detail
This is the Christian version
of the leading family
communication game.

Ages 6 - 105
Price $15.99
 

 

 
 
THE FUN WAY TO LEARN!
We take the safety of our products and customers very seriously.
Please rest assured that all the products on our website are SAFE!
 

 
ELGames.com / Next Generation Training, Inc.
Phone: 727-786-4850  |  Fax 727-786-4785
 
Have Questions?  Please E-mail: info@ELGames.com


Copyright 2003 - 2008 EducationalLearningGames.com, a division of  Next Generation Training, Inc.