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Tie One On Game Rules
Hey there! Let’s dive into the exciting world of the Tie One On game. I’m here to walk you through the rules, so you can start having a blast!
1. Goal: The aim of the game is to be the first player to get rid of all your cards. Sounds simple, right? But wait, there’s a twist!
2. Set Up: To set up the game, shuffle the deck of cards and deal seven cards to each player. Place the rest of the deck face-down in the center of the playing area. This will be the draw pile.
3. Gameplay: The player to the left of the dealer goes first. On your turn, you must try to match the current card on the top of the discard pile. You can match the number or the suit of the card. If you can’t make a match, you must draw a card from the draw pile.
4. Action Cards: Watch out for action cards! They can spice things up and change the flow of the game. Here are a few examples:
– Skip Card: When you play this card, the next player in line loses their turn.
– Reverse Card: This card switches the direction of play. If the game was going clockwise, it now goes counterclockwise and vice versa.
– Wild Card: This card can be played on any card. The player who plays it gets to choose the suit for the next card.
5. Special Cards: Apart from the action cards, there are two special cards that you need to know about:
– Tie Card: When you play a Tie Card, the next player has to draw three cards and skip their turn. Ouch!
– Last Card: When you have only one card left in your hand, you must yell “Tie One On!” If you forget, and another player catches you, you have to draw two cards as a penalty.
6. Winning: The game continues until one player is left with no cards. That player is the winner and gets to do a little victory dance!
Remember, Tie One On is all about strategy, luck, and a whole lot of fun. So gather your friends, follow the rules, and get ready for an unforgettable gaming experience!
- Gameboard
- 6 Pawns
- 6 Number Chips
- 300 Category Cards
- Card Reader
- Turn Tracker with Plastic Guide
- 45-Second Timer
- 2 Category Reference Cards
- Rulebook
Let’s Play!
I’m really excited to share this game with you. We take turns giving clues and guessing answers based on category cards. As we play, we’ll track our progress by moving our pawns along the gameboard. The first player to reach the END space wins!
Getting Started
Here’s how we can get started: carefully remove all the game pieces from the cardboard sheet and open the bag to find the plastic parts. Let’s make sure to discard any waste materials.
- The Reference Cards for Categories: These two cards have a list of four categories: Hookups, Same Word, Rhyme It, and Free Association. Take a look at the categories and examples before you start playing your first game, and keep these cards nearby to refer to as you play.
- The Number Chips and Pawns: Start by counting out as many number chips as there are players in your game, starting with the number 1. For example, if there are 3 players, use chips 1-3. If there are 4 players, use chips 1-4. Grab a numbered chip and a pawn in a matching color. Put your chip in front of you (this is your player number) and place your pawn on the BEGIN space on the gameboard. All players should do the same. Any extra chips and pawns should be set aside and not used in the game.
- The Category Cards: First, grab the deck of cards and give them a good shuffle. Then, place the deck facedown near the gameboard to create a draw pile. Don’t forget to keep the card reader close by.
- The Tum Tracker: The turn tracker is responsible for keeping the game exciting and fair. It pairs up players in each turn, with one player as the clue-giver and the other as the guesser. This way, everyone gets a chance to give clues and guess answers. Choose one player to be in charge of the turn tracker. If that’s you, grab the turn tracker and the plastic guide. Look for the column that matches the number of players in your game, attach the guide, and slide the pointer to the top line, marking the first turn.
When you want to start a game with 4 players, all you need to do is follow a simple set of instructions. First, set the guide to the top line on the turn tracker. This will ensure that everyone knows where to start.
Next, you’ll need to choose someone to keep track of the time on each turn. This person will be responsible for making sure the game is played within the time limits. If you’re the one assigned to this job, you should place the sand timer in front of you. However, remember that during your own turn, another player will need to take over this duty.
Playing the Game
Ready to dive into the world of mystery and deduction? Let me guide you through the exciting game play of Codenames. We’ll start by understanding the key elements of the game and how it all comes together.
The Turn Tracker
The turn tracker in Codenames keeps track of the teams’ progress and ensures a fair and balanced gameplay. It lets you know which team’s turn it is and how many turns each team has taken. So pay close attention to the turn tracker to stay in the game.
The Clue-giver
Now, let’s talk about the clue-giver. The clue-giver is a crucial role in Codenames. It is their responsibility to come up with a clue that connects multiple words on the board. The clue-giver can only give a single word clue and a number that represents how many words on the board relate to that clue. It sounds simple, but it requires careful thinking and strategizing.
When it’s my turn to give clues, my job is to help you guess all seven answers on the card before the timer runs out. First, I’ll take the card reader and the top card from the deck. I’ll keep them facedown and slide the card into the reader until it fits snugly in place. Then, I’ll turn the card face up and tell you the category.
Next, I’ll slide the facedown card up into the facedown reader and flip it over to show you the category.
The Timer
The Clue-giver
Here’s a cool trick: slide the card up real quick so that the top answer shows up in the reader window. Then, you start giving clues to your buddy right away. When they figure it out, make sure to either acknowledge or repeat the answer so they know they got it right. Then, slide the card up again to show the next answer, and start giving clues for that one. Check out the rules below for more info on how to give clues.
Do’s and Don’ts of Giving Clues
- Don’t give away any part of the answer you’re trying to clue. If you do, you won’t get any points for it.
- Do use gestures if they can help give your partner a clue.
- Do skip an answer if either you or your partner are struggling with it. If there’s time, you can come back to it later. It’s usually a good idea to save skipping as a last resort for the Hookups and Free Association categories, though, because it can mess up the flow between answers.
- Remember to use the same words as the correct answers. This will help your partner make the connection.
The Guesser
The Timer
When the game clock expires, it’s essential to stop providing and guessing answers. Any responses given afterward won’t count towards the score.
Scoring
Once it’s time for the “giving and guessing” part of the turn, I’ll count how many correct answers we get. For each correct answer, we’ll move our pawns forward on the game path. It’s okay if our pawns share spaces with other pawns.
Extra Move: If we manage to get all seven answers on the card, we’ll each get to move one extra space, so a total of eight spaces!
Ending The Turn
After we’re done with the card, I’ll take it out of the reader and put it in the discard pile next to the draw pile. That’s how we know the turn is over.
End of the Game
We’ll keep playing until one of us reaches the END space and wins the game.
If two players reach the END space on the same turn, the player who was closest to the END space before the move will be declared the winner.
If both of us started from the same spot, it’s a tie and we have to figure out a fair way to break it. We could try talking it out or even playing another game!
If we somehow manage to reach the last turn without anyone winning, we can just slide the turn tracker guide back to the beginning and keep playing until someone emerges as the winner.