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Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!
  • Janod race game Hocus-Pocus, Guess Who I am!

Janod race game Hocus-Pocus, Guess Who I am!

zł49.00
Janod race game Hocus-Pocus, Guess Who I am!

Janod race game Hocus-Pocus, Guess Who I am!

zł49.00
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The game Hocus-pocus race, guess who I am! French brand JANOD is great entertainment for 3 to 4 people. The set contains 48 cards with colored figures of 6 animals, in which players can be bewitched - a mouse, a frog, cat, worm, bat and spider, and 4 flexible headband. The task is to as quickly as possible guessing in what form is swapped out or getting rid of all your cards. The player, who will do it first.

teaches game of observation and speed.

Games excite the imagination, strategic thinking and planning. This is great entertainment for the whole family. The game was developed in France. It is packed in a box aesthetic. Ideally suited as a gift.

Janod since 1970 consistently develops toys that are synonymous with innovation, the French design and the highest quality. Unique Janod toys are made of wood and other fine materials, and above all the children's dreams! Janod - JUST PLAY

category: games
Index: J02700
Manufacturer: Janod
Age: 6 years +
48 items cards + 4 elastic bands
Material: cardboard, rubber
Design: France
Product dimensions: the card 7 x 10.5 cm band 50 x 2 cm
Weight: 0.2 kg
Packaging dimensions: 10 x 12.5 x 3.5 cm
Safety and quality: EN71-1; EN71-2, EN71-3; REACH

INSTRUCTIONS

AGE: 6 years +
PLAYERS 3-4
ELEMENTS 48 cards + 4 elastic bands
Playing time: 15 minutes

OBJECTIVE OF GAMES
The aim of the game is to guess in what form has been bewitched or to get rid of all your cards from the stack. The player who will do it first, wins.

Players take part in the tournament wizards. They were enchanted magical animals. Striking as soon as possible in the played cards and watched supplied tips, everyone tries to first regain its normal shape. There are two ways to win: get rid of all your cards from the stack or guess at what has been changed to.

PREPARING FOR GAMES
Give the players armband. Shuffle the cards and give the same number of cards to each player (ie. 12 cards for 4 players and 16 cards for 3 players). Stack each player is placed before him to the illustrations below. Each player takes the first card from the stack and not looking at it, places it under the elastic band on his forehead in such a way that the illustration of this tab is visible to other players.

RULES
The game begins with the last player who used a wand (the last placed his card on the forehead). He is an active sorcerer and discovers another card from his stack. It shows all the other players at the same time, placing it in the middle of the table to the top illustration. If a character on the card has at least one common criterion (animal or color) on the forehead with the figure of at least one player, the other can strike it. The first player to hit the card becomes an active sorcerer and points the finger of the player whose character is precisely this common criterion of form on the exposed card.
If the form on the exposed card has no common criterion of any form on the forehead of any of the players, or if no magician does not want to touch the cards for fear that it will become too obvious hint for someone of his opponents, then the role of active sorcerer by the player to the left (in accordance with the next clockwise).
If a player hits a card, although it has no common criterion cards on the foreheads of the other players (not counting his cards), each of sorcerers gives him one of the cards from his stack, and he needs to be put on the bottom his stack of cards. Then his turn begins the next player.
Each time an active sorcerer reveals a new card from his stack and places it on the table.
Hidden capacity animals
- player to correctly hit the card containing the symbol can turn one of his opponents in the new animal. Chosen by him, the wizard must put down a card, which he had on his forehead in the middle of the table and replace it with a new card from his stack.
- the player who hit the card with this symbol, is bitten. The other sorcerers give him one card from their stacks, and he must place them on the bottom of his pile of cards. Then his turn begins the next player.

the discovery, in what has been swapped out and end the game:
Before active sorcerer reveal the card in his turn, may try to identify the form in which it was exchanged.
- If you guess correctly wins the game.
- If you make a mistake, he puts the card, which he had on his forehead in the middle of the table and replaces it with a new card from his stack. The other sorcerers give him one card from their stacks, and he must place them on the bottom of his pile of cards. Then his turn begins the next player.
The Wizard wins the game even when there is no longer any cards on your stack!

Have fun!

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