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Mind Trap Game
Over 500 classic puzzles, murder mysteries, conundrums and trick questions that will change the way you think!
Pressman Mind Trap Mindtrap Game Scorepad Sheets not included
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Mind Trap Game
Mind Trap Game
Over 500 classic puzzles, murder mysteries, conundrums and trick questions that will change the way you think!
Pressman Mind Trap Mindtrap Game Scorepad Sheets not included
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Mind Trap Game
Over 500 classic puzzles, murder mysteries, conundrums and trick questions that will change the way you think!
Description: Two teams try to solve logical riddles and moves on a board (which actually is a paper from a block with a "racing track"). Each time team comes up with the right solution they may move one step and demand another question or throw a die (0-3) and let the turn continue to the other team. A sequel to the game is MindTrap II.
Pressman Mind Trap Mindtrap Game Scorepad Sheets not included
OBJECT OF THE GAME
The winner is the first team or person to reach the end of the optical illusion by correctly solving the questions.
START OF PLAY
The game begins with each team choosing one of the two center "hollow" squares which determines their path - light or dark. One team or individual marks their progress along the darker path and the other player along the lighter path. MINDTRAP can be played using a long or short version. See diagrams for alternative travel routes.
We will refer to the teams as 1 and 2. To begin, one person from Team 1 selects a card. After reading the question out loud, the "reader" flips the card over and reads the answer silently. When the "reader" fully comprehends the question and answer, the answering team (Team 2) is now free to re-read the question at their leisure. If Team 2 answers correctly, they can either fill in one square on the pad and request another question, OR roll the die (0, 1, 2 or 3) and fill in the indicated value, thereby ending their turn. If Team 2 answers incorrectly,
their turn is ended. However, the other players on Team 1 (excluding the reader) now have the opportunity to state the answer for a bonus point. If their answer is correct they may fill in one square on their path. It is now Team 2's turn to read the next question to Team 1, even if their answer was incorrect. NOTE: In a team situation, the reader alternates on each question.
INQUIRY CARDS
Any question preceded by a diamond is designated an "inquiry card". This card allows the answering team to ask the reader any question they choose that will help them solve the problem. The reader may respond with a "yes", "no", or "irrelevant". You should word your questions so they elicit the desired response. For example, you couldn't ask "Who's blood is on the floor?", as the reader's three possible response would not apply. If team 2 has failed to answer correctly, team 1 may supply one answer for their bonus, but without the aid of posing questions.
WINNING THE GAME
The team or person who reaches either end of the "illusion" first is the winner. However, you cannot win on a roll of the die. To finish the game you must answer a question correctly in order to fill in the "hollow" square at the end.
NOTES ON PLAY
There are no time limitations. However, you are free to set any as you see fit.
We realize that on occasion there may be more than one possible answer or solution. However, we recommend that only MindTrap's answer be accepted for the purpose of scoring.
During the inquiry stage, the reader should try to remain as neutral as possible in both answers and demeanor so as to not give anything away to the questioning team.
Many of the answers to MindTrap's questions require more than a guess. An explanation is needed to justify the answer and earn a point.
Begin at center "hollow" squares and end at outer "hollow" squares. Team 1 follows the darker path and Team 2 the lighter path. The path will end on alternating sides depending on whether you are playing a short or long game.
SHORT GAME / LONG GAME
Depends on choice of path on the board (=paper)
1996 Pressman Toy Corp
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