A FULL DAY

Rule of the game (2/4)



Course of the game :

No cards are distributed. The youngest player draws a single card from the deck
1 "transports" and shows it to other players; after consulting the card "points gains",
he can keep it if he thinks that he brings him enough points and dispose of it in front of him or else get rid of it and spread it, face up, next to the package in which he has just dug.
(see example below - in this case, this package is the one where we see the Effel Tower)

The next player plays the same way, but he has the choice to draw the card from the new deck or the top card of the "1 transports" package, and he passes his hand as soon as he puts the card in front of him or in the deck. discard a single card at each turn.

When the initial draw deck is exhausted, the player to play may take the top card of the "new deck". If this card does not interest him, he will draw when the package is returned. If he remembers that the background card is the card he needs, he can ask that we do not mix cards before returning the package.

At each stage, the player who first spreads the three cards that form an image or word wins 100 additional points and on his next turn, he will begin to draw in the next deck without waiting for the opponents to have passed this stage. He must also take the "100 points" card corresponding to the step taken; it will be used for counting points, at the end of the game.

We play in the direction of clockwise.
Each player forms a single image or word by step and can not form an image already started by an opponent.

It is not mandatory to follow a logical sequence between stages: you can go to high school in Egypt by hitchhiking or go to Guadeloupe by subway to do an internship.

We can spread the three cards that form a word or an image in the order we want.

To save space on your table, we can superimpose the cards of each step, on top of each other


There are two jokers per packet that yield 100 points in the first package, 200 in the second, 300 in the third, etc.
A joker can not replay or replace a card of the game. The player who has the chance to draw a pose in front of him, next to the pictures and words he started to train.

The interest is to form images or words that yield the maximum number of points.


If an adult accompanies children who play for the first time, she can explain how the game works by saying that they will go through seven stages of a day.
It can also, whenever one of the seven stages of the game is started, for the first time by one of the players, to state aloud the themes that are there; for example, when a player begins to draw in step 1 transports she will say: "in the stage" 1 transports "of blue color, we have the choice to go by plane which brings back 500 points, the metro 400, the 300 car, 200 bike and 100 hitchhiking.
This allows children to get into the game and let them know the cards they will draw.
Depending on the age of the children, the meaning of the following words on the cards can be explained:

- "Volunteering": work, activity that does not earn money (Restaurants of the Heart, The Red Cross).
- "Diet": habit that allows you to monitor your diet.
- "Pétanque": bowling game.

UNE JOURNEE BIEN REMPLIE

Jeu de 132 cartes