Spider Man Jenga Rules
When you land in the city area for rescue. Put the points you have earned, which are necessary for the rescue, back in the box. On the next turn, head to the crime scene shown on the map in Chapter 1. The first player takes a card from Chapter 1. It tells them to save someone – with the power and intelligence points you need to save them. It also shows you the scene of a serious crime where you have to run after performing the rescue. Chapter 3 tells you how many smart points and power points you need to earn to recover from combat. Go around the board until you have accumulated the right number of points. The turn AFTER collecting the last points you need, take a card from Chapter 4. Take the spinner`s arrow, insert the spinner`s base through the hexagonal image of Spiderman that fits into the central hexagon of the maze, and click the arrow at its base. Now insert this into the hexagonal space in the middle of the maze. Each player takes a piece and places it on the circular image of Spiderman`s face in the middle of the side of the board closest to you.
In the game Spiderman, YOU are Spiderman. Each player has their own Spiderman adventure, and the first to complete the adventure and defeat the Green Goblin wins. The Spiderman game consists of four parts called chapters. You must finish each chapter before starting the next. Here`s what happens in each of the four chapters. Fold the board, place the maze on the table and place the board on it. It doesn`t matter how the maze is located. It can change from one game to another, which adds to the fun. When you`ve collected enough points, head to the rescue scene. Keep in mind that you always move around ONE roll of the dice in each turn, so it may take a few turns to get there.
In a way, you can still earn power points and smart points that you`ll need later in the game. You earn Smart Points by moving as fast as possible through the maze in the middle of the board. Smart spaces are those that have an image of the maze. They also have a list of maze entries (numbered 1-8) that you must visit in that order. You will see the entry numbers on the board next to each opening in the maze. Line up four evil characters, one on each of these four Green Goblins. Take the Swinging Spiderman by its white pole and hold the base of the pole on the circle of Spiderman`s face in front of you. You have to go and save someone in trouble. Along the way, you collect Power Points and Smart Points needed for rescue. After the rescue, go to the scene of a serious crime. You have a battle where the odds are really against you. You probably lose this battle, but if you win, win the whole game NOW! The first player to successfully knock it WINS the game.
Roll the dice and move around the board in both directions. In any turn, you can drive in both directions. At each turn, you move to collect enough Smart and Power Points to perform the rescue. If you have lost the battle, you must take your time to strengthen your strength and gather your mind. You move around the board and earn more Power and Smart Points every turn. You need to collect enough points to be strong enough for the final confrontation. Maze Space – Place the thin plastic pointer over the first entrance to the maze, which is listed next to the maze image. Let the next player run the timer. Now move through the maze and score points as described in the Smart Points section above.
Hold the pointer tip at the bottom of the maze! They start at the first numbered entrance and move through the maze to the next, then to the next, and so on. Your Smart Point score is the number of entries you visit during a timer run (excluding your starting point). Swinger Space – shows Spiderman in the middle of the swing. You have a chance to earn PowerPoints as described in the Power Points section above. Bonus Place – displays the bonus points you earn or lose. Remove the tokens from the box or HAND them over as required by the + or – signs in the field. Divide the cards into 4 piles with similar backs. Then, place these stacks with their backs on each corner of the board so that the back of the card fits into the pictures on the board. If you have a score of +1 or higher after 6 rounds (3 moves from Spiderman and 3 moves from Green Goblin), try a knockout move. If your score is 0 or a minus number, you must have another 6-turn battle in your next turn.
Keep fighting back-to-back until you get a score of +1 or higher. You have a blow-by-blow fight with the Green Goblin. If you score enough points, you will have a chance to knock yourself out to win the game. Place the Spiderman Swinging on your usual Spiderman Face Spot and place A Green Goblin on Goblin Image No. 1 (No. 3 if you`re left-handed). Swing Spiderman with your right hand (left if you are left-handed). You have to throw the green elf around the pole in one swing. If you don`t, you`ll have to try it once every turn until you do.
When you land at the crime scene, immediately pick up a Chapter 2 card. You are in a big battle and must try to complete the task indicated on the winning card. If you defeat the bad guys here, you`ll miss Chapter 3 and pick up a Chapter 4 card in the next turn. If you lose (and risk losing), take a Chapter 3 card on your next turn. Keep the Power and Smart Point tokens handy in the box, as well as the Swinging Spiderman on its white pole. And the bad guys fit into their circular bases. In the middle of each side of the board is a circle with Spiderman`s face on it. In front of him are 4 small photos of the Green Goblin on his flyer (numbered from 1 to 4).
Run to the scene of outrage and move around a roll of dice as usual. When you get there, the green goblin attacks you immediately. Rotate the central spinner and read the movement of the Green Goblin towards which it points (note the score in the corner of this segment). Turn again and read the Spiderman train (add the points in this segment to those of the Green Goblin). Spin 4 more times, take turns reading the Spiderman, then Green Goblin moves and perform a point count. You earn power points by using the Swinging Spiderman to throw as many four villains as possible around the bar in ONE swing. The youngest player starts and the game moves clockwise around the board. If you`re on your way to an urban area, you don`t need to throw an exact number to land on it, just the number you need or a higher number. If you are 3 seats away and throw a four, you can always land in the urban area you want. Urban space – These are the different areas of the city where you have to travel, where the different crimes and rescues take place.