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PERFECT GAMES

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galarraga,perfect game

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									                                                          PLAYING
                                       JAN MURRAY'S
                                  CHARGE ACCOUNT GAME
                AN EDUCATIONAL WORD GAME FOR CHILDREN AND ADULTS 2 or More Players

OBJECT:
The object of the game is to form the greatest number of three or four letter words from letters read off by the Master of
Ceremonies in order to win prizes.

TO SET UP GAME:
Two players will be the contestants, the third player will be the MC. If only two play, one player will also act as the MC. Each
player takes a Contestant Word Sheet, which is divided into 16 equal squares.
The MC places the Letter Selector drum and the 2 plastic Charge Account Recorders in front of him. He places six Prize Cards
face up on the table. Two cards should be in the $15 to $35 price range, two cards in the $50 to $80 price range and two cards
in the $120 to $180 price range.

PRIZE CARDS:
Each Prize Card contains 2 sets of figures — the "Retail Cost" and the "Charge Account" price. The contestants now select the
"prizes" they would like to buy, paying only the "Charge Account” price with the "money" they will earn. (See paragraph on
Scoring.)

PLAY OF GAME:
The MC takes these "prizes" and places them next to each Charge Account Recorder.
He places all the letters in the drum and rotates it to mix them thoroughly. He then removes the cover of the drum, takes out one
letter and reads it aloud. (Letters taken out are not put back into drum until the end of the round.)
As soon as the MC announces the letter, both contestants must write down this letter in any square on their Word Sheet. He
then takes out another letter and reads it aloud. This procedure is followed until 16 letters have been announced and put down
on the Word Sheets. (Letters must be filled in immediately as called out by the MC.)

SCORING:
The object is to place these letters in such a way as to form the greatest number of three and four letter words.
Only those words score that start in the top row of squares reading down or in the left hand row of squares reading
across. Diagonal words do not score. (See diagram.)

              DIAGRAM

                                           Reading horizontally: The 3 letter word "too" scores 10 points.
                                           The 3 letter word "lye" does not score since it did not start in left hand square.
                                           The 4 letter word "list" scores 25 points.
                                           Reading vertically: The 4 letter word "boys" scores 25 points.
                                           The 3 letter word "bet" does not score since it does not start in top square.

                                           No three-letter words contained within four letter words score. Only the four-letter
                                           word will score. Proper names or contractions do not score. Plurals do score.
                                           For each three-letter word formed the player wins $10.
                                           For each four-letter word formed the player wins $25 towards the purchase of his
                                           "prize." (Remember you pay only the "Charge Account" price, not the "Retail" price.)
                                           For each blank space on his word sheet at the end of a round the player must deduct
                                           $10 from his score.
                                           At the end of the round the MC will total the score on each player's sheet and turn the
                                           knob on the Charge Account Recorder until the amount won appears in the window of
each player's Recorder.
When a player has won enough "money" to buy the "prize" he selected, the MC will give him the "prize" and deduct the "Charge
Account" price from this player's Recorder.
EXAMPLE:
First player selects a "prize." The "Charge Account" price on this "prize" is $80. The second player selects a "prize." The
"Charge Account" price on this "prize" is $160. After the first round the first player has won $90. The second player has won $60.
These scores are entered on each player's Charge Account Recorder.
The first player has won enough to purchase his "prize." The MC gives him the "prize" and deducts the "Charge Account" price
of $80 on the Recorder.
After the first round the first player has won a "prize" and has $10 in his charge account. The second player has not won his
"prize" but has $60 in his charge account.
SECOND ROUND:
After the first round has been played, the scores recorded and the "prizes" distributed, the MC places all the letters back in the
drum. He replaces the "prizes" won with new "prizes." There must always be six "prizes" to choose from at the start of each
round. (See paragraph on "How To Set Up Game.") Each player gets a new Word Sheet. After a player has won a "prize" he
now selects a new one. If a player has not won a "prize," he must continue to try to win the original one he selected in the first
round.


                                                PERFECT GAMES
Here are 10 PERFECT GAMES to be used in playing this game exactly as it is played on TV.
To play this way you must have at least 3 players, one of whom will be the MC. All the playing rules are the same as in the
instructions EXCEPT that the MC will select one of the perfect games. Instead of using all of the letters in the game he will select
ONLY the 16 letters to be used in the perfect game and place them in the drum. Now follow the regular playing rules.




Sometimes after winning a "prize" a player may have enough money left in his charge account to buy another one without
playing. If this occurs, the player takes the "prize" at the start of the second round. The "Charge Account" price is deducted from
his Charge Account Recorder and the player can now try for another "prize" on the second round.

THIRD ROUND:
The third round is played the same as the first two rounds and the game is over after the third round. WINNER:
When the game ends the RETAIL PRICES of the "prizes" the players have won are added up. (Remember NOT the
"Charge Account" price, but the RETAIL PRICE is the one that counts.)
The total of the RETAIL PRICE is then added to the money left in the player's charge account as shown on the
Recorder.
The player whose TOTAL is the highest wins the game. If no "prizes" have been won, the player with the most
money as shown on his Charge Account Recorder is the winner.

TEAM PLAY:
When there are more than three players, divide the group into two equal teams. All players get Word Sheets and all play at the
same time.
Each team tries for one "prize" at a time and the total amount won by the team is used towards winning the "prize."
All other rules are the same as for individual play except that the game ends after 2 rounds.
NOTE:
Any question regarding words should be settled by use of a dictionary.

								
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