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Ages 12 to
Adult |
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3-8 players |
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Minutes to
learn |
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20-30 minutes
per game |
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Stock #2503 |
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Suggested Retail
Price $24.99 |
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| Updated 6/9/08 |
| Note: The rules on this page
reflect the most current version available, and may differ
slightly from previously printed rules. |
What’s in the Box
- 216 Cards
- 36 Chain Links
- Chain Game Horn
- Card Tray
- Divider Card
Before playing the first game, place
the Divider Card in the back of the Card Tray.
- Rule Sheet
The Object of The Chain Game
Keep your chain links by successfully forming word combinations
using one word from the previous player’s word combination.
The player with the most links at the end of the game wins
The Chain Game.
Setting Up
- Give each player the number of chain links indicated below.
| Number of Players: |
3 |
4 |
5 |
6 |
7 |
8 |
| Starting Links: |
9 |
8 |
7 |
6 |
5 |
4 |
- Place the cards into the card
tray so that the backs of the cards are facing forward. Place
the card tray within reach of all players.
- Choose one player to be the first “Timekeeper” and
give that player the Chain Game Horn.
Playing the Game
The Chain Game consists of a series of “Word
Chains” in
which players take turns forming new word combinations using
at least one word from the previous player’s word combination.
The Word Chain Gamecontinues from player to player until
a player is unable to link a new word combination. The Word
Chain is then considered broken and the Timekeeper honks
the horn.
- To begin a Word Chain the Timekeeper takes the
card from the front of the card tray, reads the word combination
aloud, and places the card at the back of the card deck.
- The player to the Timekeeper’s left must then quickly
say another word combination that includes at least one of
the words read by the Timekeeper. That player has approximately
five seconds to form a new word combination. See Timekeeper’s
Duties.
- The player will either be successful or unsuccessful in
forming a new word combination within the five seconds.
See Word Combinations.
If successful: The player
to his or her left must then form another word combination
that includes at least one of the words used in the most
recent word combination. Play continues, passing to the
left, with players “linking” word
combinations using at least one word from the previous player’s
word combination, until a player is unsuccessful.
If unsuccessful: The Timekeeper honks the horn, the Word
Chain is broken, and the game stops. The player who was unable
to form a word combination must put one of his or her chain
links into the bowl in the back of the card tray.
- The role of Timekeeper (and the horn) is passed to
the player to the left of the current Timekeeper. Play
resumes following steps 1–4 until one player has
lost all of his or her chain links.
Winning the Game
When one player loses all of his or her
links the game is over and the remaining players count their
links. The player with the most links wins!
Tiebreaker —
During a tiebreaker the players tied for the win continue
to form word combinations while the other players take turns
serving as Timekeeper. The role of Timekeeper still rotates
to the left but now passes over the tied players. The tied
players follow steps 1–4 in Playing the Game, but when
a player breaks the chain, he or she is eliminated and the
other tied players begin a new word chain. Play continues
until there is only one player remaining—that player
wins The Chain Game!
The Timekeeper’s Duties
The Timekeeper decides which
word combinations are allowed, controls the horn, and is
responsible for keeping track of the time each player has
to form an acceptable word combination. On each player’s
turn the Timekeeper counts five seconds to him or herself.
Players may say multiple word combinations on their turn,
but must say at least one acceptable word combination within
five seconds to avoid breaking the chain.
If an acceptable word combination has not been formed within
five seconds, the Timekeeper honks the horn. The Timekeeper
must honk the horn, even on his or her own turn, if unable
to form a word combination within five seconds!
Word Combinations
Word Combinations are phrases, names
of things, and compound words that are commonly used or
heard. These word combinations tend to “roll off
the tongue” as if they
are naturally meant to be together. Whether a word combination
is acceptable or not will depend upon the particular
group of players. However, the following rules must be
observed:
- Combinations must include at least one of the words
from the previous player’s combination.
Allowed …sweet
corn -> cornmeal -> mealtime…
Not Allowed …sweet
corn -> hot butter.
- Players may only use one, two,
and three word combinations.
Allowed …work boot
-> bootleg -> break
a leg…
Not Allowed …work boot -> keep
up the good work.
- The meaning and even the spelling
of words may be changed as long as the pronunciation
is the same.
Allowed …polar bear -> bare bones…
Not
Allowed …polar bear -> barren wasteland.
- If a single word is used, it must be possible to divide
that word into two or more parts which can each be pronounced
as a complete word.
Allowed …strongman -> penmanship
-> shipmate…
Not
Allowed …strongman -> manipulate
- Plural
and singular words are freely interchangeable, but the
form of the word may not be changed.
Allowed …weekday
-> dog
days -> day break…
Not Allowed …weekday
-> daily
dose.
- Names of products and places are allowed, but
names of people are not.
Allowed …brown rice -> Minute
Rice -> just a minute…
Not Allowed …brown
rice -> Charlie Brown.
- Combinations may contain
all of the previous player’s words but only if the
order is changed.
Allowed …pancake -> cake
pan…
Not Allowed …pancake -> pan cake.
- A word combination may only be used once in a Word
Chain, but may be used again in another Word Chain.
Not
Allowed …birdbath
-> bathtub -> bathrobe -> birdbath.
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