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The User Manual
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TIDDLYMPICS
GUIDELINES
2012
PIECES5
HIGH JUMP7
FOOTBALL9
LONG JUMP11
CANOEING15
EQUESTRIAN17
BASKETBALL19
SPRINT21
FLAGS23
CONTENTS
ARCHERY13
4
WINK
SQUIDGERHOLD THE SQUIDGER IN ONE HAND AND PRESS IT’S EDGE AGAINST THE WINK’S EDGE TO MAKE IT JUMP OR SLIDE.
PIECES
5
6
YOUNGEST STARTS.
THE PLAYER SHOULD PLACE THEIR FLAG IN THE SPOT REQUIRED, USING IT AS A JUMP PAD.
EACH PLAYER HAS 3 ATTEMPTS AT ANY OF THE 3 BARS.
IF THE JUMP IS SUCCESSFUL THE PLAYER RECEIVES THE POINTS MARKED ON THE BARS.
THE TOTAL IS THEN ADDED TO THE SCORECARD.
HIGH JUMP
7
8
YOUNGEST STARTS.
THE AIM IS TO GET THE WINK IN THE OPPOSITIONS GOAL.
THE GAME ALWAYS START ON THE CENTRE SPOT.
YOU CANNOT SCORE FROM THE CENTRE SPOT.
YOU ARE ALLOWED ONE SHOT EACH, ALTERNATING PLAYER.
THE WINK MUST BE PLAYED FROM THE POSITION IT LANDS.
IF THE WINK GOES OFF PITCHTHE OPPOSING SIDE GETS 2 HITS FROM CENTRE.
THE RESULT IS THEN ADDED TO THE SCORECARD.
FOOTBALL
9
10
YOUNGEST STARTS.
THE PLAYER SHOULD PLACE THEIR FLAG IN THE SPOT REQUIRED, USING IT AS A JUMP PAD.
EACH PLAYER HAS 3 JUMPS.
THE DISTANCE IS MARKED FROM 1-12.
IF THE PLAYER OVER SHOOTSTHE BOARD IT IS AN AUTOMATIC 12 POINTS.
THE PLAYERS SCORE IS THE FURTHEST OF THE 3 JUMPS.
THE RESULT IS THEN ADDED TO THE SCORECARD
LONG JUMP
11
12
YOUNGEST STARTS.
EACH PLAYER HAS 3 SHOTS.
IF THE PLAYER SUCCESSFULLY LANDS ON THE TARGET THEY RECEIVE THE POINTS AS THEY ARE MARKED.
THE TOTAL OF THE 3 SHOTS SHOULD BE ADDED UP AND MARKED ON THE SCORECARD.
ARCHERY
13
14
YOUNGEST STARTS.
EACH PLAYER STARTS WITH TWELVE POINTS.
THE AIM IS TO GO THROUGH ALL OF THE GATES.
EACH GATE MISSED IS MINUS 1 POINT FROM THE TWELVE.
THERE ARE TWELVE GATES IN TOTAL MEANING IF 0 GATES ARE COMPLETED 0 POINTS ARE ACHEIVED.
THE RESULT IS THEN ADDED TO THE SCORECARD.
CANOEING
15
16
YOUNGEST STARTS.
EACH PLAYER STARTS WITH 12 POINTS REPRESENTING HOW MANY SHOTS IT TAKES TO COMPLETE THE COURSE.
IF THE PLAYER COMPLETES THE COURSE IN FEWER THE 12 MOVES, DEDUCT THE TOTAL MOVES FROM THE STARTING 12 TO LEAVE THE PLAYER WITH A POSITIVE NUMBER.
IF THE PLAYER COMPLETES THE COURSE IN GREATER THAN THE 12 MOVES, DEDUCT THE TOTAL MOVES FROM 12 TO LEAVE A NEGATIVE SCORE.
THE RESULT IS THEN ADDED TO THE SCORECARD.
EQUESTRIAN
17
18
YOUNGEST STARTS.
THE AIM IS TO GET THE WINK IN THE OPPOSITIONS BASKET.
YOU ALWAYS START THE GAME FROM THE CENTRE SPOT.
YOU ARE ALLOWED TWO SHOTS EACH AT ANY TIME.
THE WINK MUST BE PLAYED FROM THE POSITION IT LANDS.
IF THE WINK GOES OFF PITCHTHE OPPOSING PLAYER GETS A FREE SHOT FROM A POSITION OF THEIR CHOICE.
THE RESULT IS THEN ADDED TO THE SCORECARD.
BASKETBALL
19
20
THE START AND FINISH LINE CAN BE PLACED AS FAR APART AS THE PLAYERS WISH.
BOTH PLAYERS MUST START BEHIND THE START LINE.
BOTH PLAYERS START AT THE SAME TIME.
THE YOUNGEST PLAYER COUNTS DOWN FROM 3 AND SAYS GO.
THE WINNER IS THE PLAYER TO CROSS THE FINISH LINE FIRST.
10 POINTS ARE AWARDED TO THE WINNER AND 5 FOR SECOND PLACE.
THE RESULT IS THEN ADDED TO THE SCORECARD.
SPRINT
21
2222
23
SELECT YOUR FLAG AT THE START OF THE GAME.
THE COLOUR OF THE FLAG REPRESENTS THE COLOUR OF YOUR WINKS AND SQUIDGERS.
WHEN PLAYING LONG JUMP OR HIGH JUMP, THE PLAYER IS REQUIRED TO PLACE THEIR FLAG ON THE LINE IN WHICH THEY ARE INDICATED TO JUMP FROM.
FLAGS
23
TIDDLYMPICS