Jumping to Conclusions (2016)

ag.gameitem.AGID:
Playtime: 30
Min. Age: 10
Number of Players:
3 - 4
ag.gameitem.publisher:
Button Shy
Designers:
Bonnie Neubauer
Artists:
Brian Mietz
Mechanics:
Unknown
Beschreibung
A game about questions, answers and wild guesses.
Inspired on the cult film Office Space.
Postcard released in the June 2016 Board Game of the Month Club $10+ package.
SETUP
Remove the Jokers and split the deck into 4 suits.
Each player separates their J-Q-K and then makes a hand consisting of Ace through 10.
GAMEPLAY
The starting player makes a personal statement that involves a two-digit number. The number can include zero to make it single digits.
Each player must then make a claim using two face down cards from their hand to represent the digits.
After each player chooses their cards, all player will reveal their claims.
After the claims are revealed, players will use their J-Q-K to bet on the factual nature of any or all other player's claims:
Jack: must be Joking. None of the digits are correct.
Queen: not Quite right. One of the digits is correct and one is not.
King: 100% Korrect. The entire number is correct.
At the end of the round, players will state whether their digits were true, false, or both. Points are tallied and play passes to the left.
POINTS
2 points - A correct judgement.
1 point - For each player that you fooled.
JUMPING TO CONCLUSIONS
After a player has chosen their claim, but before the claim is revealed, you can say "Jump to Conclusions!" out loud and point to a player that you think you know their exact answer.
You will say the answer outloud and they will give a yes or no on whether it is 100% correct. If it is, you will gain 5 points. If you are wrong, you gain no points for the entire round and they will gain 1 point for fooling you.
END OF GAME
The game ends when any player reaches 15 points.
A game about questions, answers and wild guesses.
Inspired on the cult film Office Space.
Postcard released in the June 2016 Board Game of the Month Club $10+ package.
SETUP
Remove the Jokers and split the deck into 4 suits.
Each player separates their J-Q-K and then makes a hand consisting of Ace through 10.
GAMEPLAY
The starting player makes a personal statement that involves a two-digit number. The number can include zero to make it single digits.
Each player must then make a claim using two face down cards from their hand to represent the digits.
After each player chooses their cards, all player will reveal their claims.
After the claims are revealed, players will use their J-Q-K to bet on the factual nature of any or all other player's claims:
Jack: must be Joking. None of the digits are correct.
Queen: not Quite right. One of the digits is correct and one is not.
King: 100% Korrect. The entire number is correct.
At the end of the round, players will state whether their digits were true, false, or both. Points are tallied and play passes to the left.
POINTS
2 points - A correct judgement.
1 point - For each player that you fooled.
JUMPING TO CONCLUSIONS
After a player has chosen their claim, but before the claim is revealed, you can say "Jump to Conclusions!" out loud and point to a player that you think you know their exact answer.
You will say the answer outloud and they will give a yes or no on whether it is 100% correct. If it is, you will gain 5 points. If you are wrong, you gain no points for the entire round and they will gain 1 point for fooling you.
END OF GAME
The game ends when any player reaches 15 points.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-24 05:27:24.703