Tiddlympics

Page 1

2012

TIDDLYMPICS

GUIDELINES



CONTENTS 5

PIECES

7

HIGH JUMP

9

FOOTBALL

11

LONG JUMP

13

ARCHERY

15

CANOEING

17

EQUESTRIAN

19

BASKETBALL

21

SPRINT

23

FLAGS


4


PIECES

WINK

SQUIDGER HOLD THE SQUIDGER IN ONE HAND AND PRESS IT’S EDGE AGAINST THE WINK’S EDGE TO MAKE IT JUMP OR SLIDE.

5


6


HIGH JUMP 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.

7


8


FOOTBALL 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 PITCH THE OPPOSING SIDE GETS 2 HITS FROM CENTRE. THE RESULT IS THEN ADDED TO THE SCORECARD.

9


10


LONG JUMP 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

11


12


ARCHERY 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.

13


14


CANOEING 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.

15


16


EQUESTRIAN 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.

17


18


BASKETBALL 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 PITCH THE OPPOSING PLAYER GETS A FREE SHOT FROM A POSITION OF THEIR CHOICE. THE RESULT IS THEN ADDED TO THE SCORECARD.

19


20


SPRINT 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.

21


22


FLAGS 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.

23


TIDDLYMPICS


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