The Game Where Two Heads Are Better Than One!
CONTENTS: Gameboard, 400 Game Cards, 4 ?Thinker? Play Pieces,
Sound Timer, 4 Pencils, Paper, Instructions.
BEFORE PLAY- INSERT BATTERIES IN TIMER
After hours and hours of scientific testing, our Design and Research
professionals concluded that it was very difficult to hear a
sand time come to the end of its 60-second course. (Especially
when in the throes of wild and noisy ThinkAlike game!) Therefore,
the unique ThinkAlike sound timer was developed.
The timer runs on two AA batteries (included). Using a small
Phillips screwdriver, remove the small screw on the bottom of
the timer. Insert batteries. Apply label to top of timer.
PREPARING TO PLAY
Players pair off and decide who will be Partner A and who will
be Partner B. They should sit facing each other, with A Players
on one side and B Players on the other. All the B Players take
a pencil and paper. The gameboard is placed in the middle of
the table, with the cards and timer beside it.
HOW TO PLAY
Players choose on of the A Players to be the first word reader.
The ability to read is the only special skill needed to be the
word reader, so this duty should alternate between A and B Players
on subsequent rounds. ( Note: This is a good time for those who
cannot read to forfeit the game.) The word reader picks up a
card from the front of the box and reads all six words out loud.
As each word is read, B Players write it down, then quickly write
down (beside it) the first word that comes into their mind. (Remember,
you and your partner are a team, so it is a good idea to try
to think like your partner. Hence the name ThinkAlike!) The card
is then returned to the back of the box.
The 60-second timer is now activated by pushing the yellow arrow
on the middle of the unit. All the B Players, at the same time,
read aloud the first word to their partners. The A Players shout
out words they think might be the word their partner wrote down.
For example: If the word is 'snow' (and Partner B wrote down
'flake'), Partner A begins calling out works associated with
'snow' until he/she guesses the word 'flake'.
The B Player may assist their partners by using hand gestures
only. They may not speak, except to say 'yes' when their partners
say the correct word.
Each time a word is guessed correctly, the B Players check it
off their list, then read aloud the next word on the list and
continue as before. If players can not guess the right word,
they may say 'pass' and move on to the next word, coming back
to it later if they have time. They can also be trying to listen
to other players, in case their guesses might help. (Yes, in
most games this would be considered cheating. In fact, it's considered
cheating in this game too, but you'll find it's difficult to
prove. Let your conscience be your guide?)
As soon as one team has correctly guessed all 6 words, they shout
'THINKALIKE!' and the round ends. If the timer beeps before this
happens, the round has ended and everyone must stop. For the
next round, A and B Players change roles and the game continues
as before. Play continues until one team reaches the finish line
on the gameboard.
One space is awarded per team for each correct guess. If you
correctly guess all six words and beat the timer, three cheers
and three additional spaces are awarded. If the timer has beeped
before the teams have correctly guessed all six words, all teams
are awarded one space for each correct answer and the three space
bonus is not awarded to any team.
TO WIN THE GAME
The First team to guess the most words and be the first to reach
the finish line is the winner!
©1992 Western Publishing Company, Inc. All rights reserved.
All trademarks are the property of Western Publishing Company,
Made in U.S.A. by Western Publishing Company, Inc., Racine, Wisconsin