Fisher Price N1390 Instruction Sheet

2015-06-29

: Fisher-Price Fisher-Price-N1390-Instruction-Sheet-758966 fisher-price-n1390-instruction-sheet-758966 fisher-price pdf

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Page Count: 8

What’s in the Box
❧97 SNORTA!® Cards – 8 cards
for each of the 12 animals and
one Swap Card
❧12 SNORTA!® Animals –
cat, cow, dog, donkey, duck,
frog, mouse, owl, pig, rooster,
sheep, and snake
❧8 SNORTA!® Barns
❧Animal Grab Bag
❧Quick Play Rules
The Object of SNORTA!®
In SNORTA!®, players quickly play
animal cards. Those who match
cards race to make the sound of
each other’s hidden animal. The
first person to play all the cards in
his or her hand wins SNORTA!®
Setting Up
Choose a person to be the dealer.
The dealer—
❧Places one barn in front of
each player.
❧Places all 12 animals in the
Animal Grab Bag.
❧Passes the Animal Grab Bag
from player to player until
each player, without looking in
the bag, has taken one animal.
Each player’s animal should be
displayed on the table near that
player’s barn.
❧Shuffles the animal cards
together with the Swap Card
and deals all cards, face down,
so that each player, including
the dealer, has an equal number
of cards. Any left-over cards will
not be used in this game.
7-8 Players: use all 12 sets of
animal cards
5-6 Players: remove one set of
animal cards (8 matching cards)
4 Players: remove two sets of
animal cards
Sounding Off
The purpose of Sounding Off is to
help players remember the sounds
of other players’ animals. Players
may need to recall these sounds
later in the game.
1. Starting with the dealer, each
player takes a turn making the
sound of his or her animal.
2. All players place their barns
over their animals so that the
animals cannot be viewed by
other players.
3. Each player repeats the sound
of the animal hidden in his or
her barn.
Playing the Game
1. Each player picks up the cards
dealt to him or her and holds
them, face down, in one hand.
These cards become the
player’s “cards in-hand.”
2. Starting with the dealer and
moving clockwise around the
table, each player takes a turn
flipping the top card from his or
her cards in-hand, face up, onto
the table.
As cards are played, each
player is creating a stack of
“table cards.”
Each player may only play cards
onto the top of his or her own
stack of table cards.
Each player’s stack of table
cards must be located on the
table so that they are in clear
view of all players.
Example:
Player A
(Pig in Barn)
Player B
(Cow in Barn)
Player C
(Cat in Barn)
Player D
(Sheep in Barn)
Player E
(Duck in Barn)
Player F
(Snake in Barn)
3. Play continues until a card
is played that matches a card
already on top of another
player’s stack of table
cards. As soon as a match
is identified, all players stop
playing cards.
4, When a match is identified,
the two players with cards that
match race to make the sound
of each other’s hidden
animal. They must make the
same sound that was assigned
to the animal by its owner when
“Sounding Off.”
Ages 8 to Adult
4-8 Players 20-30 Minutes per Game
®
See example: Player A, who
has a pig in the barn, plays
an owl card. Player E, who has
a duck in the barn, already has
an owl card on top of his or her
stack of table cards. Since their
cards match, Player A races
to say “quack” before Player E
says “oink.”
It is important to note
that the two players who
match cards make the sound
of the animal in each other’s
barn rather than the sound of
the animal on the cards.
5. The first of the two players
involved in the match who
can make the sound of the
other player’s hidden animal
wins that match.
If a player makes the sound
of the wrong animal, he or
she may try to guess the
right animal by continuing to
make animal sounds. There is
no penalty for making the sound
of the wrong animal.
Players who are not involved
in the match may not make any
animal sounds.
6. The player who wins the match
gives all of his or her table
card(s) to the other player
involved in the match. That
player takes the cards and
also picks up his or her own
table card(s) and adds both
stacks of cards, face down, to
the bottom of his or her cards
in-hand.
7. Play resumes with the player
to the left of the last person
to play a card. All other table
cards remain on the table and
play continues clockwise.
Winning the Game
The first player out of cards in-
hand wins SNORTA!®, regardless
of the number of table cards that
player has remaining.
Notes:
1. Each card should be flipped
outward so that all players
see the animal on the card
at the same time, including the
person who played that card.
2. Players can control the speed
of the game by how fast they
play their cards. The faster the
pace—the wilder the game!
3. Once play begins, a player is
not required to reveal the
animal in his or her barn—even
if other players ask.
4. During a match, players
must make the exact sound
that an animal’s owner
assigned it. However, if you
would like to simplify the game,
you can allow players to make
any animal sound that correctly
identifies the animal in the
barn. For example, a dog could
be identified by “woof,” “bow-
wow,” or “arf.”
5. If a match is missed and a third
matching card is played, only
the first match is allowed. The
two players involved in that
The Swap Card
There is one Swap
Card in the deck.
When a player
flips over this
card, the player
must select a
new animal from
the Animal Grab
Bag and return
his or her old
animal to the bag. The
player must make the sound of his
or her new animal and then place it
in the barn. Other players should
try to remember the sound of
that player’s new animal and play
continues.
match race to make the sound
of each other’s hidden animal.
6. Because players occasionally
identify a match after additional
cards have been played, it is
possible for more than one
match to be in play at the
same time.
7. If a player is playing the last
card from his or her cards
in-hand and it results in a
match, that player must win
that match in order to win
the game.
Junior Version
SNORTA!® can be played with
younger players by simply leaving
the animals outside of the barns.
When players see that their animal
cards match, they look at the
animal in front of the player with
the matching card and make the
sound of that animal.
Family Version
For mixed ages and abilities, some
of the animals may be covered with
barns while other animals are not.
Novice players’ animals stay in the
barn, while experienced players’
animals are outside.
CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
© 2007 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A. All Rights Reserved.
Consumer Relations 1(800) 524-8697. Mattel Canada, Inc., Mississauga, Ontario, L5R 3W2.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd.,
Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd.,
Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport
& Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, Menara Lien Hoe, Persiaran Tropicana
Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
Game Designers: Chris Childs, Tony Richardson
SNORTA is manufactured under license from Double Six Designs PTY, LTD.
Need Assistance? Visit service.mattel.com or call 1-800-524-8697. (US and Canada only), M-F
9AM - 7PM & SAT 11AM - 5PM, Eastern.
N1390-0920
N1390 – SNORTA!® RULES
FROM: TADD CALLIES (EXT. 4778)
TOY NAME: SNORTA!®
TOY #: N1390
DATE: 10.03.07
STATUS: FINAL DRAFT (INCLUDES COMMENTS FROM LEGAL; 1.24.08 –
APPROVED BY STEPHEN LAU; BRIAN TOMASIN; KEVIN MCCARRON –
ADDED DESIGNERS’ NAMES TO LEGAL BLOCK; JESSICA – CORRECTED
SPELLING ERROR; 2.5.08 – REMOVED REDUNDANT CREATOR CREDIT
FROM LEGALS, AND MOVED PARAGRAPH ABOUT MAKING SOUND OF
ANIMALS IN BARN RATHER THAN ON CARDS TO IMMEDIATELY
FOLLOWING THE EXAMPLE BECAUSE IT SEEMS TO MAKE MORE SENSE)
(LOGO)
SNORTA!®
(AGES)
Ages 8 to Adult
(NUMBER OF PLAYERS)
4-8 Players
(DURATION)
20-30 Minutes per Game
What’s in the Box
o 97 SNORTA!® Cards 8 cards for each of the 12 animals and one Swap
Card
o 12 SNORTA!® Animals – cat, cow, dog, donkey, duck, frog, mouse, owl, pig,
rooster, sheep, and snake
o 8 SNORTA!® Barns
o Animal Grab Bag
o Quick Play Rules
The Object of SNORTA!®
In SNORTA!®, players quickly play animal cards. Those who match cards race to
make the sound of each other’s hidden animal. The first person to play all the
cards in his or her hand wins SNORTA!®
Setting Up
Choose a person to be the dealer. The dealer—
o Places one barn in front of each player.
o Places all 12 animals in the Animal Grab Bag.
o Passes the Animal Grab Bag from player to player until each player, without
looking in the bag, has taken one animal. Each player’s animal should be
displayed on the table near that player’s barn.
o Shuffles the animal cards together with the Swap Card and deals all cards,
face down, so that each player, including the dealer, has an equal number of
cards. Any left-over cards will not be used in this game.
7-8 Players: use all 12 sets of animal cards
5-6 Players: remove one set of animal cards (8 matching cards)
4 Players: remove two sets of animal cards
Sounding Off
The purpose of Sounding Off is to help players remember the sounds of other
players’ animals. Players may need to recall these sounds later in the game.
1. Starting with the dealer, each player takes a turn making the sound of his or
her animal.
2. All players place their barns over their animals so that the animals cannot be
viewed by other players.
3. Each player repeats the sound of the animal hidden in his or her barn.
Playing the Game
1. Each player picks up the cards dealt to him or her and holds them, face down,
in one hand. These cards become the player’s “cards in-hand.”
2. Starting with the dealer and moving clockwise around the table, each player
takes a turn flipping the top card from his or her cards in-hand, face up, onto the
table.
As cards are played, each player is creating a stack of “table cards.”
Each player may only play cards onto the top of his or her own stack of table
cards.
Each player’s stack of table cards must be located on the table so that they are in
clear view of all players.
Example:
(ILLUSTRATION)
(SIX CARDS ARRANGED IN A CIRCLE – MOUSE, DUCK, SHEEP, OWL,
FROG AND OWL)
Player A
(Pig in Barn)
Player B
(Cow in Barn)
Player C
(Cat in Barn)
Player D
(Sheep in Barn)
Player E
(Duck in Barn)
Player F
(Snake in Barn)
3. Play continues until a card is played that matches a card already on top of
another player’s stack of table cards. As soon as a match is identified, all players
stop playing cards.
4, When a match is identified, the two players with cards that match race to make
the sound of each other’s hidden animal. They must make the same sound that
was assigned to the animal by its owner whenSounding Off.”
See example: Player A, who has a pig in the barn, plays an owl card. Player E,
who has a duck in the barn, already has an owl card on top of his or her stack of
table cards. Since their cards match, Player A races to say “quack” before Player
E says “oink.”
It is important to note that the two players who match cards make the sound of
the animal in each other’s barn rather than the sound of the animal on the cards.
5. The first of the two players involved in the match who can make the sound of
the other player’s hidden animal wins that match.
If a player makes the sound of the wrong animal, he or she may try to guess the
right animal by continuing to make animal sounds. There is no penalty for making
the sound of the wrong animal.
Players who are not involved in the match may not make any animal sounds.
6. The player who wins the match gives all of his or her table card(s) to the other
player involved in the match. That player takes the cards and also picks up his or
her own table card(s) and adds both stacks of cards, face down, to the bottom of
his or her cards in-hand.
7. Play resumes with the player to the left of the last person to play a card. All
other table cards remain on the table and play continues clockwise.
Winning the Game
The first player out of cards in-hand wins SNORTA!®, regardless of the number
of table cards that player has remaining.
(THE FOLLOWING PARAGRAPH APPEARS IN A BOX, ALONG WITH AN
ILLUSTRATION OF THE SWAP CARD)
The Swap Card
There is one Swap Card in the deck. When a player flips over this card, the
player must select a new animal from the Animal Grab Bag and return his or her
old animal to the bag. The player must make the sound of his or her new animal
and then place it in the barn. Other players should try to remember the sound of
that player’s new animal and play continues.
Notes:
1. Each card should be flipped outward so that all players see the animal on the
card at the same time, including the person who played that card.
2. Players can control the speed of the game by how fast they play their cards.
The faster the pace—the wilder the game!
3. Once play begins, a player is not required to reveal the animal in his or her
barn—even if other players ask.
4. During a match, players must make the exact sound that an animal’s owner
assigned it. However, if you would like to simplify the game, you can allow
players to make any animal sound that correctly identifies the animal in the barn.
For example, a dog could be identified by “woof,” “bow-wow,” or “arf.”
5. If a match is missed and a third matching card is played, only the first match is
allowed. The two players involved in that match race to make the sound of each
other’s hidden animal.
6. Because players occasionally identify a match after additional cards have
been played, it is possible for more than one match to be in play at the same
time.
7. If a player is playing the last card from his or her cards in-hand and it results in
a match, that player must win that match in order to win the game.
(THE FOLLOWING TWO PARAGRAPHS APPEAR IN A BOX)
Junior Version
SNORTA!® can be played with younger players by simply leaving the animals
outside of the barns. When players see that their animal cards match, they look
at the animal in front of the player with the matching card and make the sound of
that animal.
Family Version
For mixed ages and abilities, some of the animals may be covered with barns
while other animals are not. Novice players’ animals stay in the barn, while
experienced players’ animals are outside.
(MATTEL LOGO)
(LEGAL)
CE MARK LION MARK
CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
© 2007 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A. All
Rights Reserved.
Consumer Relations 1(800) 524-8697.
Mattel Canada, Inc., Mississauga, Ontario, L5R 3W2.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service
- 1300 135 312.
Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City,
Tsimshatsui, HK, China.
Diimport & Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, Menara
Lien Hoe, Persiaran Tropicana Golf Country Resort, 47410 PJ. Tel:03-
78803817, Fax:03-78803867.
Game Designers: Chris Childs, Tony Richardson
SNORTA is manufactured under license from Double Six Designs PTY, LTD.
(ENGLISH CIB – INCLUDES CANADIAN ADDRESS)
(DELETE “WEBSITE IN ENGLISH ONLY” LINE, AS WELL AS THE ASTERISK)
service.mattel.com
(PART NUMBERS)
N1390-0920

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