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Year 1 Calculation - Multiplication Using Arrays. Year 1 Calculation - Subtraction. Year 1 Calculation - Symbols. Year 1 Fractions - Halves. Year 1 Fractions - Quarters. Year 1 Measurements - Capacity. Year 1 Measurements - Length and Height. Year 1 Measurements - Mass and Weight.
Year 1 Money - Value. Year 1 Numbers - Counting Forwards and Backwards. Year 1 Numbers - Counting in Fives. Year 1 Numbers - Counting in Tens. Year 1 Numbers - Counting in Twos. Year 1 Numbers - Counting on from a Given Number. Year 1 Numbers - Missing Numbers. Year 1 Numbers - Most, Fewest, Least. Year 1 Numbers - Number Bonds to Year 1 Numbers - Number Lines.
Year 1 Numbers - Number Patterns. Year 1 Numbers - Number Patterns Extending. Year 1 Numbers - Odd or Even. Year 1 Numbers - Order of Numbers. Year 1 Numbers - Ordinal Numbers. Year 1 Numbers - Picture Problems. Year 1 Numbers - Recognising Numbers in Words. Year 1 Position, Direction and Motion. Year 1 Shapes - 2D. Year 1 Shapes - 3D. Year 1 Shapes - Everyday Objects. Year 1 Time - Days of the Week. Year 1 Time - Hours, Minutes or Seconds. Year 1 Time - Months of the Year.
Year 1 Time - Practical Problems. Year 1 Time - Telling the Time. Year 2 Calculation - Addition. Year 2 Calculation - Addition and Subtraction Facts to Year 2 Calculation - Addition in a Different Order. Year 2 Calculation - Addition Language. Year 2 Calculation - Addition Problems. Year 2 Calculation - Addition to Check Subtraction.
Year 2 Calculation - Division. Year 2 Calculation - Division Mental Methods. Year 2 Calculation - Inverse Operations.
Year 2 Calculation - Missing Number Problems. Year 2 Calculation - Multiplication Mental Methods. Year 2 Calculation - Multiplication and Division. Year 2 Calculation - Multiplication and Division By Year 2 Calculation - Multiplication and Division By 2. Year 2 Calculation - Multiplication and Division By 5.
Year 2 Calculation - Multiplication in any Order. Year 2 Calculation - Subtraction Language. Year 2 Calculation - Subtraction Problems. Year 2 Data Handling - Answering Questions. Year 2 Data Handling - Interpreting Data. Year 2 Fractions - Counting Up to Year 2 Fractions - Equivalent Fractions. Year 2 Fractions - Lengths. OK, then, to business. A little research reveals that Parker made these at least from to As with the standard TP games the packaging is excellent.
However , I do wonder a little about it all. It has dice as well. In fact it has everything instead of a new board. All of which is probably redundant apart from the question cards. Must have been fun for about 6 months after it came out, but hard to remember many answers 20 years later. The Chase is a quiz show that I have a lot of time for and I know all of the Chasers to a greater or lesser extent.
I was intrigued to see how this game would incorporate these three distinct stages into the game. It actually does so very well. One of the main pieces of game kit that you get for your money is the electronic timer and buzzer. This enables you to play against the clock in both the cashbuilder round, and the Final chase. This is how it works. You each play individually against the clock, answering questions to earn cash.
Then you turn it over, and see the other two offers, the high one for taking a step closer to the Chaser, and the low one for taking a step further away. You each have your own Chaser following you! The second set of question cards give you a 3 multiple choice questions on each side, and , crucially, tell you which Chasers get them right, and which get them wrong. To move down the ladder, just keep answering them correctly, just like the show.
As a straight and serious general knowledge quizzer I loved this round. Hmm, that sounds familiar. Two of the opposing players combine to play the Chaser. Unlike the show I would say that the player has the advantage over the chaser in this round. Mind you it all depends on the strength of the players involved.
I think back to childhood, and an enjoyable yet complicated board game called Escape from Colditz. Playing this game was dependent on someone being willing to play the German guards, which was, as I recall, a singularly unrewarding role. However I will say that rather than sharing the question master duties this one works better if someone is willing to just be question master for the game.
Speed of asking the questions is vital for the cashbuilder round and the final chase. All in all a good game which is faithful to the original show. But yes, that in itself is quite original. The game looks every penny that it costs, and is every bit as visually appealing as you could hope for.
The first two rounds can accommodate up to 6 players which is pretty generous. Questions — Again, this is faithful to the show. I will say that there are probably not enough question cards to last for a huge number of games, which is sadly something I often find in the most recent quiz games. Family Play — Yup — the family love this one. Still, as I say the family really enjoyed playing this one.
Both of them have a very clear format from their parent show to reproduce, and both of them do it fairly successfully. The idea behind the TV show is to find answers to questions which ask you to name items belonging to a particular category. The fewer of these who gave the same answer as you, the fewer points you score. If your answer is wrong you get points regardless. Well, it's the same for this game. The questions and answers are in cards, and cleverly designed card holders for each different round enable the question master to play along as well.
There's 4 different rounds, and question card sets for each one. There is also a board, but you really don't need that, it's just wndow dressing. The business actually takes place on your answer sheets. Which perhaps is a little bit of a drawvback with the game.
Remember Cluedo , and the answer pads in the game. They don't last forever. There is a drawback. Most games you can relatively easily use question sets other than those which come with the game, with a little bit of ingenuity. With this one you really can't, due to the mechanics of the game, and needing every question to have been put through a person survey. So once you've played through all of the cards, then that's it. It's still a good game though, a far better and more faithful rendering of a Tv quiz show than many others I've played.
This is also true of the dinky little travel version of the game which you can see opposite as well. Visual Appeal - The game takes its visual lead from the TV game , and quite rightly so. The whole thing does have a feeling of quality about it, even if the board and the tokens on the full game are all a little redundant.
Gameplay - This really is why this game makes it into my top ten. Playing this game pretty much replicates the gameplay of the show. A well thought out game which is fun to play. Questions - Again, just what you'd expect given the nature of the show. Not without interest, and pretty faithfull to the kind of things which tend to be asked on the show. Family Play - Although I'm pretty sure that the best quizzer will win this game the vast majority of times that you play it, there's still something there for anyone else who plays.
My kids love it. The more games that I get given, and try out, the more I find ones which I enjoy playing, even though they don't necessarily quite make it into my top These following games are ones which are enjoyable to play, but either never quite made it into my top 10, or have dropped out of it when superceded by others.
This is one of those annoying things that can happen. I bought a set for what I thought was a reasonable price from ebay - very cheap purchase price, but P and P quite a bit more. T he arrival of Trivial Pursuit spawned a raft of, well, not exactly imitators, but quiz games designed to appeal to the same people who had embraced TP so enthusiastically.
Such a game was the Waddingtons Masterquiz. Waddingtons are well known for the British version of Monopoly, and many other fondly remembered board games from childhood. For one thing, you get 4 slightly different games from your money. The first game is the only one to use the playing board provided. You answer questions to move from an predetermined outer position on the board to move to the centre. Your first 4 questions will be on a predetermined specialist subject, and then the rest on General Knowledge.
Take it in turns to go , and if you get a question wrong, then you stay where you are. Depending on how many of you there are you can have up to 4 counters each. Basically it's not a million miles removed from ludo with questions. Get to the centre, answer a question right and win. The other versions involve answering specific categories to win points.
In each of the 4 different games, each player takes two turns on each round — once to act as question master, and once to answer a question. Bit of a cheek really, considering that Spears and John Bull at least had official sanction for theirs. All the games are about answering more questions correctly than other players. Visual Appeal — Some money spent on design here, I think. The board is somewhat smaller than the TP board — probably about half the size, but board , cards and counters are certainly not without appeal, and the whole thing has the feel of a quality item.
Game two is more of a straightforward quiz, not unlike the Questionmaster game. The third game is just a variation on the second, and the fourth seems very contrived. It involves answering questions for playing chips, and suffers from unnecessarily convoluted rules. Depending on the number of players and their level of knowledge, a game can be played through pretty quickly. Which also, if you think about it, removes a randomizing luck factor from the game. Questions — Something of a strength of this game.
You get a box of which keeps you going for some time. Family Play — Without the randomizing factor of the dice involved in any of the 4 games the chances of the quizzer being beaten are slim. Which is another thing which links it with Masterbrain and The Questionmaster too. John Bull's Masterbrain The box of this one trumpets two facts. As you can see from the admittedly fuzzy picture, for your money you get a cheap spinner, some nice coloured pegs, a cheap cardboard cribbage style scoreboard, and 3 sets of cheap question cards.
Right, this is how it works. Each player takes a turn. The player spins the spinner. Then the appropriate number card is taken from the special subject cards. The question master asks the player the ten questions on the card. A correct answer gets a green peg, a pass means no peg is put in the whole and it remains blank, and a wrong answer earns a red peg. After the ten questions are asked the next player takes a turn. Once each player has answered a set of specialist questions, then they take turns with the general knowledge questions.
At the end of the general round the scores are all added up , and the one with most green pegs wins. If there is a tie, then the one with fewest blank spaces passes wins. I have a couple of observations on this game. If you play with 6 players each time, then in just 5 games you will exhaust all questions.
You are also supplied with 30 Set Subject Cards. I quote from the instruction sheet: Despite myself, though, I have a sneaking regard for this game. It actually wants to be as like the TV show Mastermind as it possibly can. I rather like the way that they have incorporated the idea of passes being important. But so few of them! Actually suggesting that you make your own questions takes the biscuit.
The Gilbert & Sullivan quiz: 10 questions by Stephen Knapp
Or you could make your own specialist rounds. Handicaps and head starts go someway towards this. The lack of a board and things to collect put my kids off. Quotations MB Games This is not a board game, but rather a straight card game. You have 5 sets of question cards, and one set of playing cards. Each one of these playing cards has the name of one of the categories of question cards, and a letter A — D on it. Each player starts with 6 — or 5 if there are 4 of you — playing cards.
The object of the game is to be the first one to get rid of all 6 cards. You take it in turns. When it is your go, choose one of your playing cards. Whichever category you have played, then the player to your left has to ask you the corresponding question from the first card in the pack. Get the answer right and you can leave your card on the table at the bottom of the pack. Get it wrong and you do that, but you also pick up a new playing card from the pack on the table.
The game has really simple mechanics which take about 2 minutes to grasp and which function perfectly. If you have a quizzer , or someone who knows quotations, on the table then you can play through a whole game in between 15 — 20 minutes. Alright, every game is just about quotations — hence the name — but you could easily adopt the basic gameplay to any subject. Still, the quality is certainly no worse than what you get in most of the other games of this period.
Questions — well it all depends on how much you like quotation questions. But the girls rather enjoyed it. The fact that the games can pass so quickly is something of a plus on this score. You might be worrying that this one is a pure Geography game. Well, it's a fact that Geography is an important element of the game, but it's not the be all and end all of this.
This is a game which aims to make good members of the EU out of all of us. A noble aim, but one doomed to failure when one considers that while many of us love Europe as individuals, as a nation we really aren't very good Europeans. Well, let's stop the political comments, and talk about the game. There were 15 EU members when the game was made. The board consists of a large map showing the 15 member countries, and a route traced around the In each of the countries there are a few neutral white spots, and a blue spot, an orange spot and a yellow one. Land on a coloured spot, and answer a question to win a star of that colour.
There are sets of cards for each of the 15 countries. Answer correctly, then you can roll the dice again and move from spot to spot. Once you have gathered 5 blue, 5 yellow and 5 orange stars, then you've won. So basically you're playing a rather straightforward quiz quest - land on the right spot, and answer a colour coded question to pick up something. The questions don't just ask about pure Geography - History, Literature, Art, Entertainment - all of them are in the mix.
Got to be said, this really isn't bad at all. This one has been round the block a few times, and is one of the more successful games which followed in the wake of TP. It's been through several versions since this original version. Basically it's a simple game when you boil it down. A large board unfolds, made out of quite thin card. Depicted on it is a cartoon filled outline of the UK, with a trail of rough squares tracing a route around it.
The style looks awfully reminiscent of the work of the late all time great Welsh cartoonist Gren, but I couldn't find a signature, and haven't been able to find confirmation on the net. As for the game play, it's a simple quiz chase. Whatever colour you land on, that's the colour of card you pick. If you rolled 4, then you get asked the 4th question on the card. Get it wrong and stay where you are. You take it in turns, and the first one to make a complete circuit of the board wins. So a game like this stands or falls on the quality of the questions.
On the box they champion the fact that this can be played by anyone from ages of 8 to I'll be honest, I don't think slang merits a whole category to itself, and there's a huge amount of crossover between people and showbiz. Nonetheless it was diverting enough. Made in the 80s, so under 40s needn't bother applying, if you see what I mean. Right, I'd better come clean about this.
I have actually written quite a few questions for the forthcoming 2nd edition of this game, so it's probably fair to say that I'm biased. Basically, this is a quiz card game, and it's all about connections. You can either play head to head, or in teams. If you play in teams, then one person has to agree to be question master, The question master picks out a card. There are four questions. All four answers to the questions are connected.
As soon as you know, or think you know, the connection, then you shout out 'Linkee! If you're right, you get the card. If not, then you're frozen out for that go. Each card has a letter on the back, one of the letters of the name of the game. Once you collect all 6 letters to spell out Linkee, then you win. It's designed to be fast and furious, and it is. It's also designed so that the best quizzer shouldn't have much more chance of winning than any other player, according to the packaging. Well, I beg to differ about that one. When playing the game I found that on average I would be able to make a pretty accurate guess usually on the second, and often on the first clue, whereas others took three or four answers.
I'm biased, of course, but this is pretty good fun, and the sort of thing I know you could play with a group for half an hour or so and have a whale of a time. You know from looking at the size and shape of the box that this is another late foray into the ground which has already been ploughed many times before by TP and its many imitators. The game is a relatively simple one. The board consists of a spiral trail, wound round to make three circuits.
The object is to move from the centre to the outer square of the final circuit. Along the way you have to pick up three small Oxford dictionaries. You can earn them by landing on dictionary squares, or by fighting a duel with an opponent. To move forward, roll the dice. There are several different special squares on the circuit. On some you get to fight a duel to win or lose precious dictionaries.
On some you get to transfer forward to a higher circuit, or backwards to a lower circuit, rather like snakes and ladders. On other squares you just answer questions to get a boost forward. These are either on the spelling of a word, or the meaning of a word. Questions vary in difficulty — you can move forward more quickly if you answer the more difficult questions.
Is it a quiz? As much as I like the game — and I do - I can see some of its drawbacks. For one thing was at least 5, and more likely 10 years too late to be launching this sort of thing. For another thing, this was a word quiz board game. There are more accessible quiz games out there as well. The fact is that while the green basic level, questions are accessible to everyone, by the time you get to the thee dictionary red questions you are going to be struggling unless you have a very good vocabulary.
Originality — Actually this is not totally lacking. Like a lot of quiz board games you go along the track trying to pick up items. Unlike most of them you can lose those hard earned items rather easily in this. Within a couple of goes as well you can easily slip from being close to the finish, to almost right back at the start with a couple of unlucky throws of the dice.
Visual Appeal — Its best feature. I find this very visually attractive. The design of the box irresistibly brings to mind the OED and also one of those Oxford sets of protractor, compass, ruler etc. Gameplay — With a wider range of questions and subjects this particular game format would knock spots off a lot of the general knowledge quiz games out there.
But I have to say that the mechanics of the game are well thought out, and work well. I found that a game could be played in about 45 minutes. If you like words, and you know words, then great. I think that you would have been disappointed if you did. Smart kids will be fine with the green basic questions, and even some of the blue intermediate questions. But as for the difficult red questions, no. This is a spin off from the highly successful Logo game - see further down for my thoughts on that particular game.
Amongst quiz game players this is a very popular series of games, and this one was bought for the whole family as a Christmas present. The circular board has a fairly long, serpentine track which is divided into differently coloured squares. You need someone to act as question master, either a non player, or a spare team member. The question master takes a card from the pack supplied with the game. The card will have 4 questions — colour coded orange, then purple, then blue, then green.
Some of them are about pictures on the other side of the card. A player team try to answer each question. If they answer the orange correctly, then they move their playing piece to the next orange square. If they get the purple right, then they move to the next purple — and so on. You get the point. When you get one wrong, then your go stops, and the other team get a chance to answer the questions.
When you get into the finishing zone , you have to answer a green question correctly in order to win. I did say that it was simple. The irregulr spacing of the cloured squares makes it interesting, and it is possible to move along the track quickly without getting a huge number of questions right, by getting the bonuses. Playing with just 2 players and a non playing question master, with a loser stays on rule in place we got through a good half dozen games without tiring of it.
What gives it originality is the way that the colours space out, which has a great influence on the way that you get to move along the track. Visual Effect — Bright and colourful. However the very simplicity of it and the lack of a real tactical side to the game may put some people off it. Family Play — Probably the favourite game for all of my family to play at the same time so far. Recommended for a family games evening.
The Logo Game Drummond Park. The most successful trivia game to enter the market in the last few years. Then go onto eBay and see the prices these sets are fetching. You take it in turns to answer questions on a card. There are four questions on the card. The first question in this moves you onto the next purple square — the second onto the next green, the third onto the next yellow, and the fourth onto the next red. Get one wrong and your go is over. First to the centre of the board and answer two consecutive questions correctly wins.
There literally is nothing to detract from the question cards themselves. Has to be said, though, that this really is a fun for all of the family game, and you can understand why it has been so successful. Logo Mini Game Drummond Park — The Logo Game is possibly the most successful quiz board game to enter the market in recent years — certainly I would imagine the most popular quiz board game which is not linked to a successful TV show.
The job of the mini game, I guess, is to get you excited about the game so that you buy the full version. It must be said that it works, too. After playing this one with me Jess decided that she was going to buy the full version for my birthday. Aren't I a lucky Dad? The Best of British Drummond Park. Isn't it wonderful when one of your kids just out of the blue pulls off something you'd be proud of yourself?
My youngest daughter Jess, while on her way home after visiting her brother in Cardiff had the brainwave of checking out a charity shop on the way to the station. I couldn't have done better myself. I'm not going to go on and on about this as it's another of the Logo family of games. The mechanics are the same as the TV and Movies game, and why not? As a result my first thought is that it favours the more serious quizzer more than the other two games do, and there's far less chance of the quizzer losing than in the previous two games.
Still good family fun though. Older readers might well be familiar with this game. It was another of those that came riding along in the wake of the original Trivial Pursuit. They shifted quite a few of these back in the day, and it's a tribute to the robust nature of the materials used to make it that there are still a lot of these sets about out there. As for the game itself - There are questions in 8 categories of cards. Each player has their own scorecard, and there is a master scorecard.
Each player takes turns to spin two spinners to choose the category of card, and the number of question on the card that they answer. Get it right, and you can mark off one of the three spaces on your scoreboard. When you have answered three in the same category, then you answer a channel hopper for that category. Get it right, and that's one point on the master board.
Once you've worked you've answered a channel hopper for each category then that's it, you've won. In my opinion it really doesn't suffer too badly from having no board or dice. The game's best feature is a very clever gadget. You see, the answers are printed on the back of each card, but you can't read them.
Then you pop them in the gadget, and hey presto, the answer is revealed. It's an old game, and the questions are equally venerable. Which does make it a a real test if you were around at the time, and b impossible if you weren't. But I have to say that it is one of the better games of the genre. So you can see that this is something of an interest of mine. This game was originally released as just Bookchase in , and rebranded with the Penguin connection a couple of years later.
This one in my opinion at least equals it, and in fact maybe even surpasses it. In fact the board is remarkably similar to a TP board. It too is a six spoked wheel, although the spokes are not joined with each other. The game play is simple. Like Trivial Pursuit you have to visit different areas of the board to pick up 6 items. In this case your playing piece is a bookshelf, and you pick up little facsimiles of penguin books to place on the shelf.
Each spoke is one of the colours of the original penguins. If you land on a square, then you have to answer that colour question from a card. If you get it right, then you earn that colour book. Once you have each of the six colours on your bookshelf, then you race back to the centre hub. There are a couple of randomizing factors in the game. Firstly each player is given a library card at the start of the game.
There are three additional squares sited around the board — the book shop, the book corner, and the book library. There are a few features of this game that remind me of features of Monopoly. Roll a double and you roll again. Spaced on each of the six spokes there are several grey sanction or award spaces. If you land on these you pick up a sanction or award card.
Some allow you to pick up books you need, and some mean you have to give books away. Any books you have to discard go to the Book Corner. If you land on the book corner, then you can pick them up. This is how the book corner works in this game. If you pick up a book voucher from the sanction or award cards, then you go to the bookshop and pick which book you need.
From the SparkNotes Blog
The sanction or award cards do add a tiny bit more sophistication to what is otherwise a rather simple game. However they do make it possible to pick up all the books you need eventually without needing to answer any question correctly. The endgame is a bit frustrating as well. When the game was finally delivered I played three games with my youngest daughter Jess. On each of them I filled my bookcase considerably before Jess did, but just could not roll the required number to land on the hub. At least in TP you get a chance to stymie your opponent by picking the hardest question you can find for him or her to answer.
Nothing like that in this. It means that the element of chance can be a lot more important than the element of knowledge. There are two versions of the game. In the long version, if you land on a colour for a second time, then you have to answer another question. If you get it wrong, then your book of that colour goes into the book corner. This version lessens the influence of chance to some extent, but it still means that you are subject to the whims of the dice for the end game.
Originality — There are features of both Trivial Pursuit and Monopoly married together in this one. Visual Appeal — The graphic designers responsible for the look of the game should take a bow. The box itself is a huge facsimile of an orange Penguin book. The board is a thing of beauty, all of the coloured squares reproducing the covers of specific penguin books. The pieces are sturdy and appealing. Visually this is a stunning piece of work. Gameplay — I think that the board looks good, but in practice having to pass back through the central hub continually is a bit of a pain in the backside.
Bearing in mind that the majority of people who buy or play the game would probably be people who like books and like reading, the mechanics of the game go way too far in giving the person with little or no knowledge of the subject a chance. After all, if you make luck the paramount deciding factor, then you might just as well play Ludo. Do you remember Sporting Triangles? If one side comes up with a successful format for a show, you can bet that sooner or later another will try something similar, usually to less effect, this being one of the central tenets of televisions law of diminishing returns.
Rounds were different slightly from AQOS, and there were three teams of two rather than two teams of three. It limped on from to , and that was that. This, then, is the board game version of the show. The first series of the show was actually played inside a giant electronic board, with dice, not that we need to bother with ourselves with that here.
The debt that this game owes to Trivial Pursuit is very obvious. For a start the box is almost exactly the same dimensions of a TP box. The board unfolds in exactly the same way as a TP board. Alright, instead of the great wheel of knowledge on a TP board you get a triangle divided into coloured segments. You get one box of questions. This then is the idea of the game. A dice is rolled, and you move clockwise around the triangle. If you land on a red, then you have to answer the red question from the card. Likewise if you land on the green or the yellow segments, then you have to answer the question for the coresponding colour.
If you get it right, then you earn one peg to place on the scoring board. Some of the questions are designated bonus questions, and you earn two scoring pegs for answering these correctly. If you land on a white segment, then you answer from the black and white questions on the back of the cards. You get to pick A B or C. Since these are allegedly harder, you automatically get two scoring pegs for answering correctly.
Whether you get your question right or wrong you automatically pass on the go to the next player after each time you answer a question. Which is the beauty of it really. A Question of Sport was miles better than the show Sporting Triangles, but at least I can say that I prefer this game to the Question of Sport game of a similar vintage. But this is essentially a chase around the board answering questions and picking up tokens game.
Everything about it shouts trivia game. It really is about answering more questions correctly than the other guy. I played through a game in about 30 minutes, which is absolutely fine. This sort of thing, frankly, I can do without. Which you could do, to be fair. But then you could do that with Trivial Pursuit, which has a nicer board anyway. This is a little bit of an unusual item, as I'm fairly sure it was never really mass produced, but made as a promotional item for Webster's Yorkshire Bitter - hence the name of the game, and hence the very heavy branding on the game.
There are other features that mark this out as a promotional item as well. We'll come to those in a minute. The game is another trivia chase. The board consists of concentric circle tracks. Each track is made of many segments. On the outer ring these each belong to a single question category, with the exception of the Qualify segments. You take your plastic beer can token - what else - and move your piece the number of segments you have rolled. Whichever number you have rolled, you move that number of segments.
Whatever category you have landed on, you answer a question from the card. Get it right, and you can roll once , and only once, again. Get it wrong and stay where you are until your next turn. Once you complete a lap, then you have to land on a qualify segment. Your opponent chooses the category of question.
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Get it right, you move to the next circle inside. Get it wrong, you keep going round the outer. The inner laps are much the same, only they're shorter. When you move onto the gold medal at the inside - through answering a question of your opponent's choice, then that's it. Pros - the game was made in the mid 80s, and that's where a lot of the questions are from. I was mad keen on sport at that time, and so these suit me pretty well. Cons - there is only one pack of question cards. This pack is the size of a standard set of playing cards.
There are only 56 cards within it, and I went through all of them in less than one game. This means that although I didn't use every question, I did end up with some repeat questions being asked. Now, if you were paying the going rate for a trivia game of the time, then I would say that you had been shortchanged. However this was a promotional item. If it was actually given away, then I'd say it's really good. Originality - Well, no. It's a pretty standard quiz chase, and the end game - opponent selects category of question to be answered - is pure TP.
Visual Appeal - The board is really rather impressive. In fact , for a promotional item, very impressive. Even the dice and the playing pieces are certainly nothing you need feel ashamed of using. But the box is extremely long and flat, and made out of flimsy cardboard. There's acres of unused space within it, which I don't like. But then, if it was given away in the first place.
Gameplay - Perfectly alright without being desperately gripping. At least you cannot move from an outer track to an inner track without answering correctly. This means that the person who knows the most correct answers should have a good chance of winning. Questions - A strength for me. Alright, they happen to suit some of my areas of knowledge rather well, but they're well written, and interesting. But then , if it was given away in the first place.
Family Play - Naahhh. Mars World of Entertainment — Promotional Item. I had a very sweet tooth when I was younger. Still, back in the good old days I loved chocolate, and the classic mars Bar was a particular favourite. Like the Websters Go for Gold Game this was a promotional item made in the late 80s in the wake of the Trivial Pursuit boom. In the small box you get a fold up board, a set of counters, a dice, and a pack of playing cards.
The cards each also have 4 entertainment questions on them. The board is divided into squares.. Each square has a number between one and six, and a category symbol on it. You can pick any square with a three on it. If you get it right, then you put a counter on the square, and that square is now yours. Nice little thing, well worth the couple of quid I paid for it on eBay. A Question of Sport This one isn't really in the forefront of great trivia games to be honest, and is more of a sentimental pick than anything else.
I played this many many years ago, and when I started writing this page about the games that I already own, it did strike me as a game which probably should be here as a fair example of the kind of thing that came in trailing in the wake of Trivial Pursuit. I saw one set in a car boot sale, and asked the seller how much he wanted. As a game it has a fundamental flaw - which really isn't it's fault. Sport questions, more than many other categories, go out of date fairly quickly. For example, asking who has been the only person to be a member of the Pools Panel since its inception in is going to be way out of date.
This is a bit of a shame since someone has obviously put a bit of thought, time and effort into producing this game. It's a quality item which faithfully reproduces the rounds of the show which were in use in To get down to brass takcs, then, this is how the game works. Play it as individuals or as teams. You can either answer the question on the card corresponding to the number on the dice, for a point - OR - you can take the away question at the bottom of the card for 2 points. You may find that you've got a card which means you have to identify a face from the picture board, which is worth two points, or which means that you have to do the one minute round.
It's all good clean fun. Originality - I do think that this is a little bit of a redundant category for a TV spin off game. After all the whole point is that the game should try to reproduce the experience of playing in the show as closely as possible. It's certainly not a rip off of Trivial Pursuit. Visual Appeal - The box adheres quite faithfully to the Trivial Pursuit template - nice green colour, big and chunky, and made of thick card. Which is probably one of the main reasons why you can still pick up copies of these games over 2 decades later. You get a lot for your money, although its not a board game, so lacks the central visual focus provided by the TP board.
Still, however you look at it this is a quality item. Gameplay - Oh, but this tries hard. Picture board, one minute rounds, home and away , what happened next. If you liked the show, when you played this back in the late eighties I bet this was a blast. But alas, more than most categories, old questions in sport just don't work really well. Questions - Despite what I've already said about the questions, I do think that some of these will be useful in setting quizzes in the future - as a source of 'classic' sport questions.
Time and effort has been put into putting these together. Family Play - Not now, and not my family. Actually, I say that, but it's the sort of thing my son would enjoy, even with the old questions. The earlier game, with the green TP sized box is rather more common than this one still. This one is a full fledged board game.
You can only move forward by answering questions correctly. This is not a normal dice by the way. Two sides have the number 1, 2 have the number 2, and 2 have the number 3. One of the opposing team picks the first question card from the pack. Now, there are different types of card. The majority correspond with an individual sport.
Some are called Away questions, some are picture cards which challenge you to guess who it is, and some of them are one minute round cards.
Sporcle Categorical Literature: Children's Books Quiz Stats
The number you roll on the dice tells you which question on the card you have to answer. On the back of the cards are 4 answers to each question, and the correct one is marked with an asterisk. If you want, you can be given the 4 options. If given the 4 options, you get to move one space if you answer correctly. There are no clues on the picture cards, nor on the one minute round. There is a drawback of course, in the way that this game was made in about , and so there are a lot of questions which require detailed knowledge of sport in the 80s.
I do well in certain sports — boxing and athletics being two of my favourites, but struggle on others. Not bad at all. This is described as a family board game, and the box has no pretensions at being anything other than exactly that. However there is a certain compulsion to it, a certain thrill when you get a picture card which tend to be easier, or a card for a sport you actually know anything about, or best of all a one minute round card with the potential for making a turbo charged run up the board.
For example, I was delighted to be asked — which world boxing champion scored the greatest number of knockouts. Family Play — In big letters the box tells you that this is the new Family board game with all the fun and challenge of the TV show. A Question of Sport - Rugby. A Question of Sport - Soccer. You get a small board made of thin card. You have a set of counters, which you place on spots on a track marked on the board. The idea of the game is this. You answer a question on the card. Which question you answer is determined by the colour of counter on that space.
If you get it right, then you get to pass the ball token upfield to an adjacent counter. Get it wrong and you pass the ball over to the opposition. You set a time limit, you add up your scores at the end, and as in the real sports, the team with the highest score at full time wins.
What you get is, I suppose, Subbuteo with questions, really. Yet I found the football questions as a whole easier than the rugby ones. Why should this be? Well, partly because football questions come up in pub quizzes with a great deal more regularity than rugby questions even in Wales. Rugby League is a fantastic sport, great to watch in its own right. Of course I like the pair of them. I saw this one, box a bit battered and dirty, but contents all there, in a car boot sale going for a couple of quid.
There are several different types of question card, all of which needed to be sorted out, and placed in the correct space on the board. The board itself folds down just like a trivial pursuit board, but rather like the more recent of my two Question of Sport games, it presents you with a straight — Start to Finish Race. The basic mechanics of the game are as old as the hills. This is a variation on the ludo theme — or dare I say it, the Frustration theme. Home , at the centre of the playing area, is a singles chart, with places running down from 1.
The track has many squares which have signs on them — roll a dice again, go back one space, stop where you are — nothing too original and nothing too difficult to get hold of. However lots of squares also tell you to spin the spinner. Yes, the board has a spinner, cheap and fiddly as it is. Yet surprisingly I found it quite compelling when I road tested it. Juggling four pieces brings a certain amount of tactical thinking into it — far more than in Trivial Pursuit or its clones. I enjoyed the questions as well, although the cards are very small, and fiddly. As a whole, though, this is a board game of which questions are just one integrated and necessary part.
The majority of quiz board games are just question cards to which a board game has been attached in a rather uneasy marriage. In fact, I enjoyed it more than the original Question of Sport Game. This is ludo with questions. But — and I feel that I should stress this — it does work. Visual Appeal — The box is what you want from this sort of game, and the board is reassuringly large and robust. But the question cards! Oh dear, oh dear, oh dear.
Small, fiddly and flimsy. Failing that, even a small box inside the big one to keep them in would be a start. Gameplay — As I said, the actually gameplay on the board is more interesting and more tactical than you might expect. Once you start getting to the spinner, and answering questions right so you can move two counters at once it gets very interesting.
I land on a spinner. It tells me that I can move one piece five spaces and another 3. Both pieces land on spinner squares.