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a pdf version of these rules |
Note:
This color pdf will fit on 8.5x11" paper, choose
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printer are not wide enough. It will print in shades
of grey on a black and white printer. |
|
| Updated 7/22/03 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| Setup and
Rules of Play |
| What's in the Box? |
- 72 Shape Cards
- 80 Scoring Chips
- 168 Squint Cards
- Squint Card Tray
- Squint Die
- Timer
- Quick Play Rules
|
| |
| The Object of SQUINT |
| |
Earn Scoring Chips
by building and identifying pictures that are created
with Shape Cards. |
| |
| Setting Up |
| 1. |
Spread the Shape
Cards, face up, in the center of the table so that all
cards can be seen. |
| |
New
Players: Look at all of the Shape Cards and practice
building pictures before beginning a game. Players usually
find that they develop skills in constructing pictures,
and identifying them, at a rapid rate. Just keep Squinting!
|
| 2. |
Choose one player
to be the first builder. The builder will create a picture
using Shape Cards. |
| 3. |
Remove the Squint
Card Tray and Squint Die from the box and place them in
front of the builder. |
| 4. |
Decide which side
of the Squint Cards, blue or green, to play. The level
of play is the same for both sides. Place the cards in
the Squint Card Tray so that the chosen color is facing
the front of the tray. |
| 5. |
The timer goes
to the person to the left of the builder. |
| |
| Playing the Game |
| 1. |
The builder rolls
the die to determine which one of the three items on the
Squint Card he or she will build. The die determines both
the challenge level and the number of Scoring Chips awarded
if the picture is identified. |
| |
 |
Higher numbered items are more challenging
to build, but earn more points. |
|
| |
New
Players: In order to become accustomed to building
and identifying pictures, play a few rounds without the
die and timer. Select whichever item on the Squint Card
you wish to build. |
| 2. |
The builder takes
the last Squint Card from the back of the card tray. He
or she silently reads the word(s) next to the number rolled.
The Squint Card is then placed in the front of the card
tray. |
| |
 |
| 3. |
| After the card is placed in the front
of the card tray, the person to the left of the
builder turns over the timer and play begins. |
 |
|
| 4. |
The builder selects
Shape Cards from the table and constructs a picture to
represent the item on the Squint Card. To help those guessing,
the builder may tell the other players which direction
the picture is facing. |
| |
 |
| 5. |
All of the players
try to identify the picture as soon as the builder begins
to place Shape Cards on the table. Players may guess as
many times as they like. |
| |
Squinting really
does help! |
| 6. |
The builder can
move, or animate, the Shape Cards, or point to a specific
area on the picture. This will help the other players
identify what is being built. The builder should say "yes"
or "no," or "hot" or "cold," to let the other players
know if they are on the right track as they guess. The
builder may not give any other clues. The construction
must be done on the table and the cards must maintain
some contact with that surface. |
| 7. |
The builder may
use as many Shape Cards as he or she likes. Building continues
until someone has correctly identified the picture, or
until time runs out. |
| |
No Scoring Chips
are awarded if the picture is not identified before time
runs out. |
| 8. |
The builder and
the first player who identifies the picture each
receive the same number of Scoring Chips as the number
rolled on the die. |
| |
For example, if
a 2 was rolled, the builder and the first player who identifies
the picture each receive two Scoring Chips. |
| 9. |
The Squint Card
Tray and the role of the builder pass to the player on
the left and the timer passes to the left of the new builder. |
| 10. |
Play continues
following steps 19 through the assigned number of rounds. |
| |
A round consists
of each player having one turn as the builder. |
| |
| Number of Players |
Rounds of Play |
| 3-4 |
4 |
| 5-6 |
3 |
| 7-8 |
2 |
|
| |
| Winning the Game |
| |
The player with
the most Scoring Chips, after the assigned number of rounds,
wins the game! |
| |
| Tie Breaker |
| |
If two or more
players are tied for the win, they participate in a tie-breaker.
In a tie-breaker, only the tied players guess the picture.
The person building the picture is the person to the left
of the last builder. If that person is one of the players
who tied, the role of builder moves to the next person
who is not one of the tied players. The first player to
correctly identify the picture wins. |
| |
| Squint Tips |
| 1. |
Before building,
make sure all Shape Cards are visible. |
| 2. |
Builders are encouraged
to move and animate the Shape Cards to help players identify
the picture. |
| 3. |
It is okay to overlap
Shape Cards when creating a picture. |
| 4. |
Use the blank side
of the Shape Cards to mask out unwanted lines. |
| 5. |
Identifying pictures
is much easier when you create related items. For example,
it is much easier to identify a nose if a face is also
represented in the picture. |
| 6. |
As a group, decide
before the start of the game how precise answers must
be. |
| 7. |
Rather than returning
the Squint Cards to the card tray, builders can retain
the Squint Cards as a way of keeping track of the number
of rounds played. |
| 8. |
Squinting at the
picture really does help! |
| |
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