instructions - Outset Media

INSTRUCTIONS
CONTENTS
1 game board, 168 music cards, 6 game pawns, sand timer
OBJECT OF THE GAME
The object of the game is to move across the board from Start to
Finish while humming and guessing tunes to well-known songs.
BEFORE YOU START
You can play this game individually or in teams. You need a
minimum of three players if you are playing individually. If playing in
teams, try to include players who are strong in different decades on
each team. Teammates should sit beside each other.
Each player (or team) selects a colored game pawn, and places it
on the corresponding Start space.
Shuffle the cards, split the deck, and place each pile face down in
the space indicated on either side of the game board.
On each card you will find a list of tunes to hum and guess. The
songs are sorted into the following categories:
The 1950s and 1960s
The 1970s
The 1980s
The 1990s
The 2000s
Miscellaneous
SOMETHING TO KEEP IN MIND
When guessing what song is being hummed, players must call out
the name of the song. You will need to decide if you want to be
picky or not regarding the exact title of the song. Just remember, if
you aren’t generous with others, they might not be so generous with
you!
PLAYING THE GAME
The player who can hum the highest note is given the first turn and
becomes the first Hummer. If playing in teams, only one teammate
hums each round. Teammates must take turns humming songs.
Do not move your game pawn yet. A song must be hummed and
guessed correctly before anyone can move a game pawn.
In front of each Start space are two spaces, each with its own
category. Players must select one of these two categories, hum the
corresponding song listed on a music card, and hope another
player can recognize the song. For example, the light green player has
the option of attempting to hum a song from either the 70s or the
.
Note: the Hummer must choose and announce to everyone which decade
he/she intends to hum before taking a music card. Players should select
the top card on the pile, and discard to the bottom of the pile.
When the Hummer picks up a card, the timer is turned over. Within
the time available, the Hummer must hum the selected song for all
other players to try and guess. La-la-ing, whistling, singing lyrics, or
other verbal clues are not allowed. However, feel free to dance,
drum, tap, or even play air guitar if you think it will help other
players. If playing in teams, the Hummer’s teammate(s) may also
guess what song is being hummed.
Note: if the Hummer doesn’t recognize the song and cannot attempt to hum
the song, that’s too bad! Play passes to the player (or team) to the left.
Note: there is no limit to how many songs players can guess. Feel free to
guess as many as possible. Just remember, if you yell too much, you can’t
hear the Hummer.
A maple leaf before the song indicates a song performed by a
Canadian artist. Before humming this song, the Hummer should
indicate to the other players that the song was performed by a
Canadian artist. This is a helpful hint for the guessers.
If the song is guessed correctly within the time limit, the Hummer
moves his/her game pawn forward onto the space that corresponds
to the category that was successfully hummed. The player (or team)
who correctly identified the song also gets to move his/her game
pawn forward one space (onto an adjoining free space of his/her
choice).
Note: two game pawns are never allowed on the same space at the same
time, so the Hummer must choose a song according to the available spaces.
Note: if playing in teams, and if the Hummer and the Guesser are on the
same team, the team moves their game pawn two spaces.
If the song is not guessed correctly within the time limit, the role of
Hummer passes to the left of the player (or team) who just hummed.
NAMING THE ARTIST
Only if the song is guessed correctly does the Guesser have the
opportunity to guess the performing artist. If the Guesser can name
the artist, then this player becomes the new Hummer. If the Guesser
cannot name the artist, the role of Hummer passes to the left of the
player (or team) who just hummed.
Many songs are “covered” by other artists. Sometimes more than
one artist may “cover” a song in one decade. For example, if the
song is “Dancing In The Street” and the decade is the 50s & 60s,
guessing Martha And The Vandellas is a safe bet. However, if the
decade is the
, a good guess could be either Van Halen or Mick
Jagger/David Bowie. You must name the performer written on the
card. Naming a different performer, even if they recorded the song
as well, does not count.
Note: the Guesser can attempt to name the performing artist for all the
categories except the MISC category, as many of the songs in this category
do not have well-known performers.
WINNING THE GAME
Advancing to a Finish space is more difficult than advancing to any
of the other spaces. Special rules apply. To get into a winning
position, a player (or team) must reach one of the two spaces
adjacent to his/her Finish space. For example, the orange player
must be on either the
or the
space in front of the orange
Finish space.
When a player (or team) is in a winning position and is the Hummer,
he/she may advance to the Finish space by successfully humming a
song from the decade of his/her choice . Alternatively, if the player
in the winning position is not the Hummer, he/she may advance by
correctly guessing a song someone else is humming.
However, here is where the rules change. The other players now
have the opportunity to prevent the orange player from winning. The
player (or team) to the left of the orange player draws a music card
and must hum at least three songs before the sand timer runs out.
The player may attempt to hum any of the songs on the card, in any
order. If three songs are guessed correctly, the orange player is
forced to stay on his/her space, and has to attempt to win the game
on the next turn. However, if three songs are not guessed correctly,
the orange player advances to Finish and the game is over.
Note: in the unlikely event the Hummer and Guesser both advance to the
Finish space on the same hum, the above rule does not apply, and the game
ends in a tie.
©2007, 2011 Cheatwell Games, Sydenham, Oxfordshire, OX39 4LY, UK. All rights reserved. Made in China.
Distributed in North America by Outset Media Games, #106 4226 Commerce Circle, Victoria, BC, V8Z 6N6, Canada.