Megableu Trickin Camel Handleiding
Megableu
Spelletjes
Trickin Camel
Lees hieronder de đź“– handleiding in het Nederlandse voor Megableu Trickin Camel (2 pagina's) in de categorie Spelletjes. Deze handleiding was nuttig voor 61 personen en werd door 2 gebruikers gemiddeld met 4.5 sterren beoordeeld
Pagina 1/2
Fig. 3
Fig. 4 Fig. 5
2. The second challenge - memory game:
Once all of the players have completed the first
challenge, the light in the middle will flash yellow to
indicate the start of the second challenge. Whoever
went first on the previous challenge, presses the yellow
button to start the second challenge.
The lamp will light up and a light sequence will start (two
lights will light up in a particular order). The player has to
remember the sequence and copy by pressing on the
corresponding two buttons.
• If he/she is successful, there will be a beep-beep noise and the camel
will flash the middle light to show that it is the second player's turn. Player 2 now
has to remember three lights instead of two!
Players take it in turn to play and the light sequence gets longer each time (so the
first player has to remember two lights, the second three, etc.).
• The camel will spit on the first player to make a mistake and then the other players
can each take a bottle out of the bottle crate.
3. The third challenge - speed game:
Once the second challenge has finished, the right hand lamp will flash green to
indicate the start of the third challenge. Whoever went first on the first two
challenges, presses the green button to start the third challenge.
• As soon as the light is on, the player has to press the corresponding button as fast
as possible and continue doing so until the light sequence stops. If he/she is
successful, all 3 lights will flash and it is the next player's turn.
• As soon as a player makes a mistake, the camel will spit and the other players can
take a bottle out of the bottle crate.
Once the third challenge is over, Trickin’Camel will start a new round and challenges
1, 2 and 3 will begin again. This will continue until there are no more bottles left in
the bottle crate.
Look out!: Trickin’Camel is mischievous and could chuck bottles out of the bottle crate at any
time! So all players should stay alert, whether it's their turn or not, so that they can quickly
grab the bottles that fall out to collect as many as possible.
Please Note:
• If a player waits too long to choose a button on the first challenge, the camel will spit and it
will be the next player's turn. Also, in the second challenge, the player has to press the right
button quickly to stop the camel from spitting and missing their turn.
• If the bottle crate doesn't spring up, reset the game by turning the middle button clockwise
(fig. 8).
• In 1 player mode, the challenges follow on from each other in the same way.
THE WINNER:
The game is over as soon as the crate is empty. The player with the most bottles
wins the game.
3. Get a pot of water. Suck up some water using
the pipette (fig. 3).
4. Squeeze some water out of the pipette into the
camels mouth (water held in bottom lip) (fig. 4).
Look out!: for optimum spitting power don't fill the water in
the camel's bottom lip higher than the square mark on the right hand side of
it's head (fig. 5).
5. Choose the number of players using the
slider on the side (fig. 6)
'1' = 1 player '2' = 2 players
'3' = 3 players '4' = 4 players
6.
Turn the switch to 'ON' to start the game.
The camel will spit out a bit of water when the
game is starting.
PLAYING THE GAME:
On their turn, players complete the 3 camel challenges.
1. First challenge - guessing game (cup and ball game):
The left light will flash red to indicate the start of the first challenge.
Player 1, presses the red button to start.
He/she has to follow the flashing lights and say which light was the last to light
up. The player makes their choice by pressing the red, yellow or green light that
they think lit up last. If the player is wrong the camel will spit.
If the player chooses the correct light, the camel will make a victory noise (the
sound of a bottle opening) and the player can take a bottle out of the crate.
Then it's player 2's turn. This person plays the same game as player 1.
Followed by players 3 and 4.
Do not exceed
this mark.
Fig. 6
REPLACING BATTERIES
(to be done by an adult):
1/ Open the batteries area by using a screw driver.
2/ Install 3 AA batteries taking into account the “+” and “-“ battery
terminal as described in the battery area.
3/ Screw the battery cover again to the base.
SAFETY REGULATIONS
Caution
• Replacing batteries should always be done by an adult or
under the supervision of an adult.
• Always follow the instructions carefully. Use only batteries
specified and be sure to insert them correctly matching the
+ and – polarity markings.
• Rechargeable batteries: do not mix these with any
other type of batteries. Always remove from the product
before recharging. Recharging should be done under adult
supervision. Do not recharge other battery types.
• Do not short-circuit the supply terminals.
• Do not mix used batteries with new ones, standard
(saline) with alkaline and rechargeable batteries with
standard or alkaline batteries.
• Do not try to supply
the product with power
through use of mains
power or another
independent power supply
system.
• Remove batteries if product
is not to be played with for a
long time.
• Remove exhausted or dead
batteries from the product.
• Bring your used batteries to an
authorized waste disposal centre.
• Keep batteries away from fire. Danger of explosion.
Should this product cause, or be affected by local electrical interference, move it away from other electrical equipment.
Reset if necessary (switching off and back on again or removing and re-inserting batteries).
RULES OF THE GAME
Age 5+, 1 or more players
Fig. 1 A
Fig. 1 B
Fig. 2
CONTENT: 1 Camel*, 1 base, 1 pipette, 22 bottles (20 + 2 extra),
rules of the game.
*Works on 3 AA batteries (not included).
AIM OF THE GAME:
Collect as many bottles as possible
by winning Trickin’Camel challenges
and/or by catching the bottles he
flings out of his bottle crate.
SETTING UP THE GAME:
(See the instructions on the back of
this guide to see where to insert the
batteries.)
1. Place the top part of the camel
on the base (fig. 1A). Then press on
the middle of the bottle crate to
make the 2 parts click together
properly (fig. 1 B).
2. Make sure the middle of the
bottle crate is pushed down fully.
Place 20 bottles into the crate on
the camel's back (fig. 2).
Distributed in the UK by:
Goldfish & Bison
20 Market Place, Brentford
Middlesex - TW8 8EQ
customerservices@goldfishandbison.com
Please retain this information for future use.
Warning! Choking hazard. Not suitable for
children under 36 months. Contains small
parts. Colours and content may vary. Please
retain this packaging for future reference.
Made in China by MGBI - Rue des Colonies 11 - 1000 Brussels - Belgium.
© 2015 MEGABLEU, France. All rights reserved
www.megableu.com
Fig. 7
Fig. 8
POSSIBLE CAUSE
- ON/OFF switch is OFF.
- Weak batteries.
- ON/OFF switch is OFF.
- Weak batteries.
- Weak batteries.
- Weak batteries.
- No water
- Weak batteries.
- The spring isn’t winded up.
PROBLEM
No reaction.
The game doesn’t
start.
Weak sound/light.
The camel can’t spit.
The bottles don’t
pop up.
SOLUTION
- Set switch to ON.
- Replace batteries.
- Set switch to ON.
- Replace batteries.
- Replace batteries.
- Replace batteries.
- Add water in the camel’s mouth.
- Replace batteries.
- Press the rack to wind the spring
- Detach the top part of the camel (Fig. 7) and
turn the white button 90° (Fig. 8). Place the
top part back on the base (Fig. 1A) and push
down the middle of the crate (Fig. 1B).
Product specificaties
Merk: | Megableu |
Categorie: | Spelletjes |
Model: | Trickin Camel |
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