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Rules
Goal Earn the most points by successfully guessing who the Sneak is, and by fooling other players into guessing incorrectly. You'll draw your conclusions based on how players react to written or acted "challenges."
Materials
Challenges (found on p. 506–587 in this book, the CULTURE primary schema)
Counters (beans, pennies, paper clips, etc.)
Lots of index cards or slips of blank paper
Pens or pencils
Setting up
This game is for 4 or more players. Each player gets 4 counters, something to write with, and a number of index cards.
Assigning Camps
Each player is a Spork, a Foon, or the Sneak. These aren't teams, but indicate your game identity, called your "camp." Everyone's looking out for themselves in this game.
Slips of paper or index cards are put into a hat: one slip reads "Sneak" and the rest read either "Spork" or "Foon." Each camp's name appears on half the cards. If there are an even number of players, one camp will have an extra player—which camp this is should be made clear at the start, so everyone knows how many Sporks and Foons there are.
Each player draws a card. This is the player's camp card and is kept secret. If players are directed by a challenge to switch camps, they will update this card to reflect their new camp. This card is only revealed to all players at the end of a match after everyone votes on who they think is the Sneak.
Turns
Play moves clockwise, starting with the player who owns the hat. For his or her turn, each player can: 1) Select a challenge for the group to perform or 2) Purchase information or 3) Call for a vote.
A round is over when everyone's had one turn. A match is over when a vote occurs. Three matches make a complete game of Sneak.
Drawing Challenges
The player flips to a random page in the CULTURE schema of this book with a challenge printed in the gutter space of the page. The challenge is chosen before reading—no peeking! Some challenges are private, marked "Write," and others, marked "Act," are public.
The player reads the challenge aloud. The challenges contain instructions for the players, either for one camp or for everyone. After the instructions are read, all players perform the challenge. The Sneak (being sneaky) can follow either the Spork or Foon instruction, unless the challenge tells him or her to act like a specific camp.
Types of Challenges
Write challenges—doodle, answer a question—are written on cards, one challenge per card, and are kept hidden from other players.
Act challenges—take or give counters, perform a charade—are ones everyone can see.If the selected challenge directs players to switch camps, then each Spork and Foon crosses out their previous camp name on the camp card and writes down their new camp name, keeping the card hidden. The Sneak remains the Sneak.
If the selected challenge is to show another player one of your Write cards and there haven't been any Write challenges yet in the match, the current player should flip to a new challenge. If the selected challenge has already been performed that round, the player should flip to a new challenge.
Purchasing Information
Instead of choosing a challenge from the book, a player can buy a look at one of any play-er's Write challenge cards. The purchaser names the card by challenge, such as "Show me your astronaut/alien card."The player who's been targeted must show the card: no refusing the buyer.
For one counter, the card is shown to all players. For two counters, the card is shown only to the player who bought the information. Counters go to the player whose information was purchased.
Calling for a VoteAny player can call for a vote during his or her turn. There's a scoring bonus (explained below) if the player calls for a vote and guesses correctly, and a scoring penalty if he or she calls for a vote and guesses wrong.
The Sneak can call for a vote just like any other player, but gets no penalty or bonus points.
Force VoteIf after three rounds (everyone has taken three turns each) no one has called for a vote, a mandatory Force Vote occurs and the match is over.
VotingA vote—whether called for by a player or a Force Vote—ends the match. All players vote secretly on whom the Sneak is, writing their guesses on their camp cards. The Sneak writes "I'm the Sneak!"
When the vote is complete, all players hold up their camp cards, making the results public, then everyone marks their scores.
Scoring
Sporks and Foons
Player who correctly guessed the Sneak: +5 points
Player guessed wrong: –1 point
Player wasn't the Sneak but was named by another player: +1 for each player incor
rectly named as the Sneak
The Sneak
–1 point for each player who guessed correctly
+3 points for each player who guessed wrong
Vote bonus and penalty
Player called for a vote and guessed correctly: +3 points (in addition to correct-guess points, for +8 total)
Player called for a vote and guessed wrong: –2 points (in addition to wrong-guess points, for –3 total)
If the Sneak is the person who called for a vote or a Force Vote ended the round, no one gets the bonus or penalty.
Hoarders beware: the number of counters you have left doesn't affect your score.
Next matches
Players start fresh each match. New camp cards are written and put into the hat, and players start over with 4 counters. A player can be the Sneak more than once.
During the Game
Players may NOT take written notes. Observe and remember…
The camp card can help remind players of their camp, should anyone get confused. Players can consult this card as often as they need to during the game.
This game is a chance to get to know each other better—and also play head games. Players are welcome to share and discuss their answers and strategies throughout the game.
Play continues around the table until a player calls for a vote, or until a Force Vote is required.
Winning
At the end of 3 matches, the player with the most points wins.
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