JEPPE NORSKER 2019 Redesign Match Madness Brighten Up Toys and Games Instruction Manual
- June 1, 2024
- JEPPE NORSKER
Table of Contents
MATCH MADNESS RULES
CONTENTS
20 Playing blocks (4 sets of 5 different blocks (fig. A)) / 60 Pattern cards
(12 cards in 5 difficulty levels: difficulty levels are indicated by the
cards’ border colors and by the number of lines on the borders of each card)/
Game rules.
QUICK-PLAY GAME
OBJECT OF THE GAME
Be the fastest to recreate with your blocks the pattern shown on a card to win
the card (fig. B). The player with the most cards at the end of the game is
the winner.
SET UP
Each player receives a set of 5 blocks numbered 1 to 5 (fig. A). After
shuffling the deck of pattern cards, players determine how many rounds they
wish to play and take the same number of pattern cards from the top of the
deck. These cards are then used to form a new playing deck and are placed face
down in the center of the table.
GAME PLAY
The top card from the playing deck is flipped revealing a pattern. All players
scramble to match, with their blocks, the pattern shown on the card. The first
player to successfully match the pattern grabs the card and shows to the other
players that the configuration of their blocks matches the pattern on the
card. If the player is correct, they keep the card. A new card is flipped over
and another round begins. (fig. C)
MAKING AN ERROR
If a player is caught making an error (their blocks configuration does not
correctly match the pattern shown on the card (fig. D)), the card is put back
in play in the center of the table and the player who made the mistake can no
longer win this card and has to let the other players finish the turn.
END OF GAME
The game ends when all the cards have been collected by the players. The
player with the most cards wins (fig. E). In the case of a tie, the player
with the most level 5 cards wins (if players have the same number of level 5
cards, then level 4 cards are counted and so forth).
TOTAL MADNESS GAME
OBJECT OF THE GAME
Be the fastest to recreate with your blocks the pattern shown on a card and
score points based on the difficulty of each card won. The player with the
most points at the end of the game is the winner.
SET UP
Each player receives a set of 5 blocks numbered 1 to 5 (fig. A). The pattern
cards are sorted into 5 decks, one for each level of difficulty as indicated
by the number of lines on the borders of the cards. Shuffle the decks
separately. Take an equal number of cards from each deck as there are players
in the game. For example, in a 3-player game, you would have 3 cards in each
of the 5 decks representing the difficulty levels. The decks are placed face-
up in the center of the table. (fig. F) Important: players cannot fiddle with
their blocks before the game starts.
GAME PLAY
On the count of three, using their blocks, all players scramble to match a
pattern card of their choice from one of the visible cards on the table.
Players should note that the higher the level of difficulty of a card, the
higher its point value!
When a player matches a pattern, they declare “MATCH!” and point to the
pattern they replicated (fig. B). All players pause to verify that the match
is correct. If no player objects (identifies an error), the player takes the
solved pattern card and the game resumes. Note that it may occur often that
two or more players are trying to replicate the same pattern, it is the
quickest who will win the card.
MAKING AN ERROR
If a player is caught making an error (their blocks configuration does not
match the pattern (fig. D)) the card is left in play. The player that made the
mistake loses a card; they must set aside the last card they won. If they do
not possess a card yet, they will set one card aside the moment they win one
(the maximum owed penalty card by a player at any given time is one).
END OF GAME AND SCORING
The game ends when all cards have been collected from all of the decks. For
card levels 1-2, players receive one point per card, level 3, two points per
card and levels 4-5, three points per card (fig. G, H, I). The player with
most points wins. In the case of a tie, the player with the most level 5 cards
wins (if players have the same number of level 5 cards, then level 4 cards are
counted and so forth).
Published by:
FoxMind Group LTD.
1104-5530 St.Patrick
Montréal, QC, H4E 1A8, Canada
© 2019 FoxMind Group LTD. All rights reserved.
© 2016 Jeppe Norsker.
Match Madness is a TM of FoxMind Games.
A game by: Jeppe Norsker
FoxMind Games would like to thank Mr. Ole Norsker for developing the software
to generate the Pattern Cards.
Printed in China.
Distributed in North America by:
FoxMind Canada LTD.
1104-5530 St. Patrick,
Montréal, Québec H4E 1A8
CANADA
info@foxmind.com
www.foxmind.com
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