Draw The Line Rulebook - 1jour-1jeu

Transcription

A game byJay Cormier & Chase DisherA fish!4-820’10 rulebook

Need a little help? Watch ashort video on our website.jeuxsynapsesgames.comGAME CONCEPTDraw the Line is a party game that is played in teams, simultaneously. The first team to win 3 rounds winsthe game.Each team is made up of a Sketcher and a Guesser. As a Sketcher, you will draw the round’s MysteryWord by connecting icons on your Sketchpad before miming those icons for your Guesser (with or withoutsound, but no words!). As a Guesser, you will connect the icons your Sketcher is miming to recreate theirdrawing and be the first one to guess the Mystery Word correctly. Speed is the key to victory, as the firstteam to find the Mystery Word wins!CONTENTS 8 Sketchpads 4 Dry-Erase Markers 110 Mystery Cards (220 Mystery Words) 1 Cardholder 1 Rulebook-2-

SETUP1 Pair up into teams of two. Take Sketchpads of thesame color and sit across from each other.2 Write your team name on the front cover ofTeam 1GUESSERSthe two Sketchpads then turn them to page 1.Team 21Team 311222Team 14Team 21Team 31SKETCHERS3 Choose which side of1the table will be theSketchers for the firstround and give themeach a Marker. Theother side of the tablewill be the Guessers.333Place deck of cardshere4 Place the Cardholder in front of theSketchers with the music note ( ) sidefacing them. Decide whether you will beusing the pink side or the blue side of theMystery Cards for your game, and placethe deck into the Cardholder with thechosen colour facing the Sketchers.Music note side-3-Note: If you have an odd number of players,make a team with two Guessers.

PLAYER GOALSThe final image should be one that simply, buteffectively, represents the Mystery Word. Once you aredone, sequentially number each icon that your drawingpasses through in ascending order (1, 2, 3, etc.).THE SKETCHERSOne number per icon. If your drawing passes throughan icon that you have already numbered, skip it,then continue numbering the icons that haven’t beenpassed through more than once in your drawing.YOUR GOAL IS TO:Guide your Guesser to draw the sameimage as you and guess the Mystery Wordas quickly as possible.THE GUESSERSMYSTERY WORDYOUR GOAL IS TO:Draw by paying attention to your Sketcher’sinstructions and be the first Guesser to say theMystery Word out loud.HINTGAMEPLAYOnce all the Sketchers have finished their drawing,place your Sketchpad upright so that you can see itproperly during the Action Phase.There are 2 Phases in each round (Preparationand Action).1- PREPARATION PHASENote: As a Sketcher, you can lift your Marker todraw a new, unconnected line. If you do, sequentiallynumber this additional line starting from 101 (then102, 103, etc.). Additional lines must start at evenhigher numbers (201, 301, etc.).THE SKETCHERSThe Sketchers place the Cardholder so that onlythey can see it. The same Mystery Word is used by allSketchers.IMPORTANT: Make sure the Guessers do not seethe Mystery Word.If you are a Sketchers, you must draw an image of theMystery Word by connecting icons on your Sketchpad(make sure no one else sees your drawing.).-4-

THE GUESSERSINFORMATION FOR THE SKETCHERSIf you are a Guesser, place your Sketchpad flat onthe table so that all the players can see it then takea Marker. Take a moment to study the icons on yourSketchpad so that they are easier to find duringthe Action Phase. You may only speak to say the number ofthe icon you are miming. If you want your Guesser to connect to an iconagain (like the ‘2’ in the example below), you canjust tell them the number.2- ACTION PHASE (SIMULTANEOUS)Example: You drew abeautiful fish. You say:“1” and mime a ballerina;“2” and mime a cross;“3” and mime a pair ofswords; “4” and mimea whale; “2” (you don’tneed to mime anythingbecause the Guesserknows where ‘2’ is);“5” and mime a martiniglass, etc.MIMING, MAKING SOUNDS, AND DRAWINGTHE SKETCHERSOnce ALL the Sketchers havefinished their drawing andplaced their Sketchpadupright, they must all say“DRAW - THE - LINE!” at the sametime to begin the Action Phase.If you are a Sketcher, you willbegin miming and makingsounds (no words) related tothe icon that is numbered ‘1’so that your Guesser knowswhere to begin the drawing.Pro tip: You can try to save time by skippingicons. In the example above, you could skipicon 2 and have your Guesser connect icon1 directly to icon 3 (the line will pass rightthrough icon 2)! If your Guesser cannot find the icon you aremiming, you can move on to the next one. Makesure to tell them the new number, or their drawingmight end up looking different than yours.THE GUESSERSIf you are a Guesser, you will watch and listen toyour Sketcher so that you can identify the icon theyare miming.Once you think you haveidentified the correct icon,number it with a ‘1’. Tell yourSketcher to move on to thenext numbered icon. Onceyou have correctly identifiedthe second icon, number it witha ‘2’, and draw a line to connectthe two icons. Continue numbering and connecting theSketcher’s icons and an image will begin to take shape! You are NOT allowed to mime or make soundsto lead your Guesser to the Mystery Word itself.INFORMATION FOR THE GUESSERSI f you are unsure about one of your numbered icons,ask your Sketcher to go back and mime it again.-5-

GUESSING THE MYSTERY WORDINCORRECT ANSWER:I f you are a Guesser, you can guess the Mystery Wordat any time, even if your drawing isn’t finished. But becareful: you only get 3 guesses!If you are a Guesser and your guess is incorrect, youmust mark an X in one of the ERROR boxes at the topof your Sketchpad. Then.CORRECT ANSWER:If your Guesser says the Mystery Word, your teamwins the round, which ends immediately.no.A CROISSANT!A MOON!YES!.your Sketcher must read the Mystery Word’s Hintout loud.Note: Synonyms or words for things that are veryclose in appearance to the Mystery Word can beaccepted as correct answers.HINTNATUREExample: If the Mystery Word was ‘Crocodile’, youcould accept a guess of “Alligator” as these animalslook very similar.AN ALLIGATOR!As a Guesser, you can attempt to guess the MysteryWord at any time. owever, you only getH3 guesses. If you guessincorrectly 3 times (3 X’s onthe Guesser’s Sketchpad),your team must sit out the restof the round.-6-

END OF THE ROUNDNote: Before beginning a new round, it is veryimportant to make sure that both teammates areon the same page of the Sketchpad!The round ends as soon as: A Guesser says the Mystery Word. All Guessers’ Sketchpads have 3 X’s.Erase the drawings and X’s from your Sketchpad toprepare for a new round.The winning team uses the next page of theirSketchpad for the new round.END OF THE GAMEThe first team to win 3 rounds (i.e.: toguess a Mystery Word on page 3 onthe Sketchpad) wins the game.ADVANCED GAMEAll other teams use the same page they usedlast round.If no one guessed the Mystery Word, all teamsremain on the same page for the new round.Place last round’s Mystery Word card at the back ofthe deck then turn the Cardholder around so that itfaces the other side of the table. The Sketchers arenow the Guessers, and vice versa. The Sketchersbegin the new round with the Preparation Phase.Once you have played Drawthe Line a few times and arecomfortable with the rules, trythe advanced game whereeach Guesser must keeptheir sketchpad hiddenfrom the other players.This means that otherGuessers cannot look atyour drawing for clues,and your Sketcher cannotsee how your drawing isprogressing. Your successwill rely solely upon thecommunication betweenyour team’s Sketcherand Guesser.-7-

THANKSJordan Ball, Luke Bassett, Jamie Bennett, Tammy-Lynn Haché,Keenan Isaac, Lori Knight, Jessie McLean, Elijah Rogers, DaniCormier, Sen-Foong Lim, Gordon Oscar, Stephanie Kwok, EricRaué, Garrett M. Petersen, Zach Bearinger, Greg Stoddard,Brittany Cole, and Game Artisans of Canada.CreditsDesigners: Jay Cormier and Chase DisherDevelopers: Jay Cormier, Chase Disher and Carl BrièreIllustrator: Chris SetraArtistic Director: Marie-Elaine BérubéGraphic Designer: Marie-Elaine BérubéEditing and translation: Matthew Legault and Adam MarosticaPublisher: Jeux Synapses Games Inc. 2022 Jeux Synapses Games Inc.No part of this product may be reproducedwithout the written consent of:Jeux Synapses Games Inc.37 rue Claude, Pointe-des-Cascades,Qc J0P 1M0, 8-

-2- -3-GAME CONCEPT Draw the Line is a party game that is played in teams, simultaneously. The first team to win 3 rounds wins the game. Each team is made up of a Sketcher and a Guesser.As a Sketcher, you will draw the round's Mystery Word by connecting icons on your Sketchpad before miming those icons for your Guesser (with or without sound, but no words!).