2. There will be 4 games played by 6 teams.
Each team member can choose one of the following
roles. Each role will have a certain ability per game.
Roles per Team: Wizard, Knight, Cleric
Each team will have a chance to pick one, among the following (2 ‘+’s, 2 ‘-’s, 1 ‘x’,
and 1 ‘÷’, and then roll a die for bonus points or minus points. The die roll will
affect the overall score at that point, e.g., score + die roll, or score ÷ die roll, etc.
This would be done twice, after the second game and after the fourth game.
3.
4. This is a game of Rock-Paper-Scissors with a twist. There will be 3 simultaneous games and 4 rounds.
Round n: team 1 vs 2, team 3 vs 4, team 5 vs 6
Each game would have the following steps, in the following order.
a. All teams will have 1 card of each: rock, paper, scissors.
b. At the start of each round, each team will place their bet (1 card) in a box to be pulled later.
c. All teams will pick a numbered card from 1 to 6 to determine the order of each team's turn for picking a
card for play. Lowest number first.
d. Each team can choose which player to play. They can have one person play at most 2 simultaneous
rounds only.
e. The chosen player can activate their 'ability' before their turn ends.
f. The opposing players will 'blindly' pick a card one after the other, depending on their order, and whichever
hand wins, will have 10 points.
g. Everyone will show their hand at the same time.
5. Special Rules
a. Wizards can switch any cards from the box from the remaining cards on their hand (2 cards), prior to
picking a card for play. This will be a blind draw and they can replace 1 or 2 cards.
Steps: (a) Blind pick 1 or 2 cards, (b) without looking, decide to switch or not. There should be 2 cards left
on your hand.
Note: When they are the last player to draw a card, they will have to place all 2 remaining cards to switch
with the card in the box, to have a blind draw, and blindly pick from those 2 cards.
b. Knights can force a blind exchange from anyone else (once), after to picked a card but before the next
player chooses.
c. Clerics can request a blind exchange of cards from the box (only once), after they have picked a card
and before the next player chooses. Except, when they are the last player to draw a card.
Steps: (a) Blindly pick 1 card, (b) check the card, (c) decide to change or not.
6.
7. This is a game of River Crossing with a twist. You can only submit once, no revisions.
Time Limit: 15 minutes
Goal: For your team to carry ALL the following items across the river and deliver it to Old McDonalds: a Dog,
a Chicken, a Sack of Grain, and a Basket of Strawberries. *Handle Chopsticks with care.
Special Rules
a. The Dog cannot be left along the river with the Chicken.
b. The Chicken cannot be left along the river with the Sack of grain.
c. Only the Knight can carry the grain.
d. Clerics cannot be trusted with strawberries as it is their favourites.
e. Wizards cannot handle chickens.
f. A player can only cross the river from Point A to B if they are carrying 2 items (no more / no less).
g. A player can only cross the river twice (at most), from Point A to Point B and from vice versa. Each
should have at least 1 crossing. All starts at point A.
Answer should be in the format: Player Role | Items Carrying | Point Traveled (A->B / B-> A).
8.
9. This is a game of Hear-See-Speak No Evil with a twist. There will be 3 rounds.
Time Limit: 2 minutes per keyword / key phrase 3 or all teams can play simultaneously
Goal: For your team to draw the keyword / key phrase and for your Wizard to correctly identify the phrase.
Special Rules
a. Mage – See no evil: Mages will be the designated leader who will receive the keyword / key phrase. They
will be facing opposite the drawing board. Mages will instruct his/her team what to draw but can only give
instructions using at most 3 words at a time. They can only describe the scene but not use synonyms of the
phrase / word.
The other 2 or 3 players will coordinate to draw the keyword / key phrase in the whiteboard.
b. Wizard – Hear no evil : Wizards will wear earphones with medium to tolerable high volume to dampen the
mages’ instructions. They can see and speak.
c. Cleric – Speak no evil : Clerics cannot say anything during the entire game. They can see and hear.
No peeking to others’ work. Wizards and Clerics cannot write or use words to exchange ideas.
10.
11. This is a game of Penny for your thoughts with a twist.
Time Limit: 15 minutes or until the coin bank is exhausted.
Goal: Create the penny trail with most coins arranged by key date (oldest to latest) and size (smallest to
largest), in that hierarchical order.
So, if there are 3 coins of the same key date, they should be arranged by size. This rule has to be consistent
all through out the trail. Coins are blindly drawn from a coin bank.
Special Rules (Exceptions)
a. Any gold coins can never be ranked higher than any copper coins. Copper coins come first.
b. Silver coins with ‘1’ in them shall be placed with the coin head facing the floor.
c. This is a relay and only one person can place a coin on the trail at a time. Any mistakes gets -1 from the
total score.