Cranium refresh board game rules
A Club Cranium card pauses the game for an all-play activity with all teams competing for a bonus move. The first team to shout out the correct answer before time runs out moves the number of spaces shown by the red lights on the Turbo timer.
If nobody gets the correct answer, nobody moves. No matter what happens, the team whose turn it was when the Club Cranium card was drawn gets another turn. When your move takes you past the last space on the board, place your game piece in Cranium Central. Wait until your next turn to begin the Finale Rally. During the Finale Rally, your team must collect one card from each of the four Turbo Rally decks to win.
On each turn, you'll use the Turbo timer only to keep track of time. Select any character you want and have the team to your right draw your card from that Turbo Rally deck. If you successfully complete at least two of the activities on the card, collect it toward your win. The team to your right draws the next card from the deck that matches your spot on the board and reads it to you. If your team successfully completes the activity described on the card before the timer runs out you get to roll and move.
If your team is not successful you stay where you are and try again on your next turn. Remember, your turn always ends after one card. Play then passes to the team to your left. On your first turn, you begin on a planet Cranium.
There are four planet craniums on your way to cranium central. Planet Craniums are wilds you get to choose which deck is drawn from. The first time you are on a planet cranium you get one opportunity to take the fast track.
If you complete your first card successfully roll and move clockwise along the inside fast track to the next color you rolled. If you are unsuccessful on your first card on a planet cranium you stay put and once you are successful you roll and move on the outer track.
You must always stop on a planet cranium even if your roll would take you further. If ever you roll a purple leap ahead to the next planet cranium. When a specially marked Club cranium card is drawn all teams play at the same time and the first team to complete the activity before the timer runs out gets an immediate bonus roll.
But most people will likely have at least one or two categories they dread. The first thing to do is deal with the equipment. Give each of the teams a paper pad and pencil, then place each of the challenge card boxes in the four corners of the board.
They correspond to the color of the cards. So, the Sketch and Sculpt cards will go in the blue section of the board. The timer and dice go in the center of the board. The four colored team tokens go at the start space. Once all this is done, you are ready to start playing.
The player whose birthday is coming next will go; first, play then moves to the team on the left, and so on. The start place is also a planet Cranium which are essentially wild zones, and this means before you can roll to move, you can pick any of the four challenge categories to complete.
If you succeed in the challenge, you can then roll the dice to move. Every team only moves on their colored segment of the board, and if you complete the Planet Cranium challenge, you can move to the lower fast track. However, if you fail the challenge, you must take the longer track. On each turn, your team will only get one roll and only if you complete the challenge. The game follows this pattern, with each team taking rolls and completing challenges till one team reaches Cranium Central.
To win Cranium, your team must first reach Cranium Central. Once this is done, you must complete a challenge from each of the four categories. If you manage to do this, you have one final test.
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