

2. Slide each of the five Doors into the Card Viewer ‘tracks’ by inserting them from the left
side - the Doors will click into place as you slide them to the right. Check all Doors by sliding them back to the left side of the Viewer. When properly inserted, they will stop at the left edge of the ‘tracks.’

3. Peel off the six colored stickers. Carefully press into place on the Viewer in the following order:
ANYBODY’S GUESS
10
7
5
3
ANSWER
See below. The numbers indicate the number of points which correspond to each clue.

4. Slide the stand into the back of the Card Viewer. The stand is removable for travel play
and storage.

2. Each team is given five Prediction Cards of like color and one matching play piece. Play pieces are placed on the gameboard START space.
3. Place the Starter Card on top of one of the two decks of Clue Cards in the box. Pick up about 30 cards (a halfinch stack) and place in the Card Viewer. No peeking, please. (If you run out of cards before a winner is determined, refill the Viewer with new cards.)
4. Add together the ages of the players on each team. The team with the highest age total will begin play.
2. With the Card Viewer facing away from the Playing Team, the Opposing Team now opens all five windows of the Viewer to silently read the clues and the answer. The Opposing Team will secretly decide among themselves on which clue they think the Playing Team will correctly guess the answer. Team members should avoid pointing to the chosen clue since this could tip off the other team. The Opposing Team then places the Prediction Card corresponding to the points for that clue FACEDOWN in front of them.
For example, if the Opposing Team believes that the Playing Team will correctly guess the answer on the third clue (5-point level), the Opposing Team places the 5-point Prediction Card facedown. If the team members don’t think their opponents will guess the answer correctly, even after all the clues are revealed or time runs out, they put the Bet You Can’t card facedown.
3. The Opposing Team now closes all the windows and gives the Card Viewer to the Playing Team. The Playing Team opens the first window, revealing a clue worth ten points, and the Opposing Team flips over the timer.
4. The Playing Team reads the category and first clue, then attempts to guess the answer. In regular play there is only ONE GUESS per window. The Playing Team may discuss the clue among themselves, aloud, but one player on the team should be the designated spokesperson and give the official answer.
5. If the first guess is incorrect, the next clue window is opened. Play continues and windows may be opened in sequence at any time until a correct guess is made or time runs out.
6. If a correct guess is given before time runs out, points are awarded as follows:
         • A correct answer on the first clue is worth 10 points
         • the second clue, 7 points
         • the third clue, 5 points
         • the fourth clue, 3 points.
7. If the time runs out before a correct guess is given, no points are awarded the Playing Team.
8. The Opposing Team scores the same number of points as the Playing Team if it correctly predicted on which clue the correct answer was given. The Opposing Team does not score if it did not make a correct prediction.
9. If the Opposing Team played the Bet You Can’t card, and the Playing Team did not score points, the Opposing Team earns 6 points.
10. Scores are tallied on the gameboard. Teams may move one gameboard space for each point scored. When a Play Piece lands on a special instruction space, the team follows the instructions on its next turn if the play piece is not moved before that time. Remember, a team follows the instructions on the space its playing piece is on at the start of its turn.
11. Now it’s the other team’s turn. The card that was just played is placed in the back of the deck, and a new card is revealed. The Opposing Team reviews the card, makes its prediction, and passes the Viewer to the Playing Team. The timer is flipped, and round two begins. Play follows as explained above.
Individual gameboard instructions are as follows:
FREE GUESSING UNTIL THE TIMER RUNS OUT
Playing Team may give more than one guess per window. A new window may be opened at any time.
2 GUESSES AT EACH WINDOW
Two guesses are allowed per window rather than the one guess normally allowed.
DOUBLE SCORE IF YOU GUESS CORRECTLY
There is only one guess per window, but if the guess is correct, the team is awarded double the score. If the Opposing Team makes a correct prediction, it is not awarded double points.
To keep track of which side of a card has been used, note that card fronts are printed in black ink and have a number while the card backs are printed in blue ink and are not numbered.
All trademarks are the property of Western Publishing Company, Inc © 1990 Western Publishing Company. Inc All Rights Reserved
GAME CONCEPT W.R. Karp & Co, Los Angeles, CA
Golden
4255
