Haba 4550 取扱説明書

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ENGLISH
Knights of the
Round Numbers
A
chivalrous educational
g
ame
f
or 2 - 4 pla
y
ers a
g
es 6 - 99. Includes a ma
g
ic sum-checker.
A
ut
h
o
r:
:
Tanja Engel
I
llust
r
at
i
o
n
s:
Gu
i
do
H
o
ffm
a
n
n
Len
g
th o
f
the
g
ame: approx. 15 – 25 m
i
nutes
Q
ueen Kasimira challen
g
es all the kni
g
hts in her land to a contest. The First Kni
g
ht to reach
h
er castle will be accepted into the illustrious circle of the “Knights of the Round Numbers”.
ut on t
eir wa
, t
e
ni
ts
ave to
et past t
e queen’s stern
uar
s. T
e
set t
e
ni
ts
complicated sums to do and the all-knowin
g
wizard Mathiculus oversees the answers. Do
y
ou
want to become a Knight of the Round Numbers? Then take up this challenge!
Contents
1 twe
l
ve-piece puzz
l
e
g
am
e
1 Wizard Mathiculus (wi
4 Knight
s
2 D
ice
4
C
rown
s
16 N
u
m
be
r
ca
r
ds
50 Sum cards
(
with 200 s
1 set o
f
g
ame instructio
n
3
e
b
oar
d
th red
lter)
ums
)
n
s
Dear Knights of the Round Numbers,
Be
f
ore pla
y
in
g
f
or the
rst time take a
g
ood look at a sum card:
t
h
e game
h
as sums wit
h
p
l
us, minus, times an
d
d
ivi
d
e. T
h
ere are a
l
so num
b
er
s
equences (a) and
g
reater than/less than sums (b). On each card there are four
s
ymbols, whose sums are categorized into di
ff
erent degrees o
f
di
ffi
culty
:
Squ
i
re =
N
um
b
ers up to twenty
Dragon =
N
umbers up to one hundre
d
Knig
h
t =
N
um
b
ers u
p
to one t
h
ousan
d
Q
ueen =
N
um
b
ers up to one mi
ll
io
n
T
he different degrees of difficulty mean that younger and older children have the
s
ame chances in the
g
ame. A
g
ree before the
g
ame which one of
y
ou has which
s
ymbol as a sum.
A
n
y
p
l
a
y
er w
h
o rea
l
ises t
h
at
h
is sums are too
h
ar
d
can p
l
a
y
t
h
e next time wit
h
an
easier symbol – or vice versa. So, in time you’ll certainly become Queen Kasimira’s
b
est num
b
er
k
nig
h
ts
.
Self-checking
Y
ou can make the answers to the sums visible with wizard Mathiculus and his “red
filter”. Put the wizard on the place marked in red and he shows the right answer
s
trai
gh
t awa
y
.
Ha
v
e
a
l
ot
o
f f
u
n!
Y
our
i
nventor team
ENGLISH
4
(
a
)
(
b
)
5
be the
f
irst to reach the
q
ueen’s cast
l
e
l
a
y
out the
game board
k
nig
h
ts at t
h
e start,
c
rowns read
y
n
um
b
er car
d
s an
d
tas
k
c
ards stacked
f
ace-down
m
agician an
d
d
ice rea
d
y
t
ake the ma
g
ician, turn
o
v
er
a
n
um
b
er car
d
r
eplace the crown in
f
ront
of
you in tur
n
p
lus =
guess
h
ig
h
er or equa
l
Aim of the game
Who is clever at sums and can reach the queen’s castle
rst
with logical thinking and a little luck of the dice
?
Preparation of the game
F
it the twelve pieces o
f
the game board together and take a
look
at
i
t
:
O
n the
g
ame board
y
ou see the wa
y
from the villa
g
e (= start
s
quare
)
to the queen’s castle
(
= destination square
)
. During
your journey you wi
ll
come across t
h
e queen’s stern guar
d
s
(= squares nos. 18, 37, 63, 82 and 100). The
g
uards will stop
you and ask you to solve one o
f
their tricky sums
.
Eac
h
p
l
a
y
er ta
k
es a
k
ni
gh
t an
d
t
h
e matc
h
in
g
co
l
or crown.
Place your knight on the start square. Place your crown in
front of you
.
S
hu
ffl
e the 16 number cards and place them in a pile
f
ace
d
own. Then shuffle the 50 sum cards and
p
ut them face
d
own in a pi
l
e next to t
h
e num
b
er car
d
s
.
K
eep wizar
d
Mat
h
icu
l
us an
d
t
h
e two
d
ice rea
d
y an
d
at
h
an
d
.
How to play
Play in a clockwise direction. Whoever greeted his
f
ellow
p
layers most regally begins. If you cannot agree, the youngest
pl
a
y
er
b
e
g
ins. In t
h
is roun
d
h
e is t
h
e “First Kni
gh
t”.
Th
e “First Knig
h
t” ta
k
es wizar
d
Mat
h
icu
l
us an
d
p
l
aces
h
im in
front of himself. Then he turns over the top card and puts it
d
own in such a way that everyone can see it.
Note:
Each player throws both dice at the same time. But be
f
ore
you t
h
row t
h
e
d
ice you
h
ave to guess w
h
et
h
er your
d
ice score
wi
ll
b
e
h
i
gh
er or
l
ower t
h
an t
h
e num
b
er on t
h
e num
b
er car
d
p
laced
f
ace up.
I
n turn ever
y
one places his crown in front of himself, showin
g
either the plus sign side or the minus sign side
:
I
f
y
ou place
y
our crown down with the plus side
showing, you are guessing that your dice score
i
s
h
ig
h
er t
h
an or t
h
e same as t
h
e num
b
er on t
h
e
num
b
er car
d
.
ENGLISH
6
m
in
us
=
g
uess lower or equal
th
row
b
ot
h
d
ice
in
tu
rn
:
c
ompare the result with
y
our num
b
er car
d
an
d
y
our
g
ues
s
g
u
ess
w
rong
=
y
our kni
g
ht remain
s
standin
g
guess rig
h
t =
m
ove your knight
f
orward
b
y
the number shown on
th
e
d
ice
guar
d
square =
STOP an
d
so
l
ve
a
task
t
as
k
square =
so
lv
e
a
task
I
f
y
ou place
y
our crown down with the minus
side showing, you are guessing that your dice
sco
r
e
i
s
lo
w
e
r
tha
n
o
r
the
sa
m
e
as
the
n
u
m
be
r
o
n the number card.
Ever
y
one s
h
ou
ld
ta
k
e a turn to t
h
row
b
ot
h
d
ice. T
h
e “First
Knight” begins: add the numbers showing on the two dice.
Then compare your result with the number card facing up and
y
our crown
g
uess
:
Guessed wrong
?
Place the crown with the wron
g
side in front of
y
ou;
u
n
f
ortunately your knight has to stay put
.
Example:
T
he number card that was turned over shows the number 10.
You put your crown
d
own wit
h
t
h
e p
l
us sign s
h
owing. You
t
hrow a 3 and a 4, so
y
our dice score is 7. You
g
uessed wron
g!
Guesse
d
rig
h
t?
Place the crown with the ri
g
ht side in
f
ront o
f
y
ou;
y
ou ma
y
m
ove your knight forward on the board. Move him on as
m
an
y
squares as the combined total o
f
the two dice.
Example:
T
h
e
n
u
m
be
r
ca
r
d
t
h
at
w
as
tu
rn
ed
o
v
e
r
s
h
o
w
s
t
h
e
n
u
m
be
r 10.
You put your crown
d
own wit
h
t
h
e p
l
us sign s
h
owing. You t
h-
r
ow a 3 an
d
a 10, so your
d
ice score is 13. You guesse
d
rig
h
t!
You ma
y
move
y
our kni
g
ht forward 13 squares.
T
h
e guar
d
squares
The guard squares
(
= squares nos. 18, 37, 63, 82 and 100
)
a
re specia
l
squares. You cannot move over t
h
e guar
d
squares,
s
ince the strict queen’s
g
uards stand in the wa
y
. Even i
f
y
ou
were to move with your knight over a guards square, you
would have to stay put there. Surplus points are forfeited. The
g
uards set the pla
y
er a sum. The rules of settin
g
sums are the
s
ame as those
f
or the sum squares.
The sum square
s
The sum squares
(
e.g. squares nos. 5, 9, 13, etc.
)
are the ones
f
ramed with pebbles. I
f
y
our kni
g
ht lands on a sum square,
you are immediately set a sum. Take the top card
f
rom the
s
um cards pile and place it down in front of you. See which of
t
he sums matches
y
our personal de
g
ree of difficult
y
(esquire,
dragon, knight or queen) and read the sum out loud. Try to
wor
k
t
h
e sum out in your
h
ea
d
an
d
say t
h
e answer out
l
ou
d.
ENGLISH
7
t
as
k
not so
l
ve
d
=
move
y
our kni
g
ht bac
k
by one task square
t
as
k
so
l
ve
d
=
move your knight
f
orwar
d
b
y
one task square
new round,
p
ass
t
he magician on
ENGLISH
The “First Kni
g
ht” checks the answer and places the wizard
with the red filter over the red answer
p
art of the sum card.
T
h
e ri
gh
t answer
b
ecomes visi
bl
e
!
Did
y
ou work the sum out correctl
y?
Th
at’s too
b
a
d
! Move
y
our
k
ni
gh
t
b
ac
k
one square.
Y
our move
i
s over.
Example:
Y
our knight is on sum square 30 and you did not work the
s
um out correct
l
y. Too
b
a
d
, you must move your
k
nig
h
t
b
ac
k
to sum s
q
uare 24
.
Di
d
you wor
k
t
h
e sum out correct
l
y
?
Well done! Move
y
our square onto the next sum square.
You
r m
o
v
e
i
s
o
v
e
r.
Example:
Y
our
k
nig
h
t is on sum square 30 an
d
you wor
k
e
d
t
h
e sum ou
t
c
orrectl
y
. As a reward
y
ou ma
y
move
y
our kni
g
ht onto sum
s
quare
3
4
.
Exception:
I
f the next sum square is a guards square, you are set
anot
h
er sum imme
d
iate
ly
.
Example:
Y
our kni
g
ht is on sum square 34 and
y
ou worked the sum ou
t
c
orrect
l
y. Now move your
k
nig
h
t onto guar
d
s square 37 an
d
you are set anot
h
er sum imme
d
iate
l
y.
Then
p
ut the sum card back at the bottom of the sum cards
p
i
l
e.
N
ew round
O
nce everyone has finished their move the round ends. The
“First Kni
gh
t” passes wizar
d
Mat
h
icu
l
us on to t
h
e next p
l
a
y
er.
He is now the “First Knight” and begins a new round. Turn
o
ver the next number card from the face down
p
ile of cards
a
n
d
p
l
ace it on t
h
e car
d
turne
d
over in t
h
e
l
ast roun
d
.
I
f there are no cards left in the face down pile, shuffle all the
n
umber cards in the
f
ace up pile and make a new
f
ace down
p
i
l
e.
8
a
k
nig
h
t reac
h
e
s
t
h
e
cast
l
e
a
n
d
so
lv
es
t
h
e
l
ast
task
=
t
h
e winner
ENGLISH
End of the game
The game ends as soon as a knight has reached the queen’s
c
astle
(
= destination square
)
and worked the last guard’s
s
um out correct
ly
. T
h
is p
l
a
y
er wins an
d
is accepte
d
by
Queen
Kasimira into her
f
amous “Round Numbers”
.
Variations in settin
g
sums
:
You can vary the degree of difficulty of the game with the
f
ollowin
g
variations. A
g
ree amon
g
st
y
ou how
y
ou have to
work out your sums
:
Wri
tte
n v
a
ri
at
i
o
n:
younger children may work the sum out on paper. For this
you will need a pen and paper
.
Time variation:
I
n this variation you have to do quick mental arithmetic.
Place the sum card in
f
ront o
f
the pla
y
er and count slowl
y
f
rom 101 to 105. When
y
ou reach 105 turn the sum card
o
v
er
.
T
h
e p
l
a
y
er now
h
as to sa
y
t
h
e answer
.
Readin
g
out variation:
This is even more di
ffi
cult! Read the sum out to the pla
y
er
n
o more than three times. He must not see the sum card
a
n
d
m
ust
do
t
h
e
su
m in hi
s
h
ead.
JAPANESE
9
1
0
JAPANESE
(
a
)
(
b
)
11
JAPANESE
1
2
JAPANESE
13
JAPANESE
14
JAPANESE
15
JAPANESE
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Haba 4550 取扱説明書

カテゴリー
スキルゲーム
タイプ
取扱説明書

申し訳ありませんが、ご要望の文書は私がアクセスできるデータベースにありません。そのため、Haba 4550 の製品情報をご提供することはできません。

他の言語で