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deal or no deal instructions

Deal or No Deal Card Game Rules

Number of players:

With three or more players, the number of games played is equal to the number of players involved. Each person takes one turn at being The Banker and one turn at being the Player (with only two players, each person plays one game as The Banker and one game as the Player before playing a further two games with the person leading after the second game being The Banker in the third game and the Player in the fourth game).

Preparation:

Write each person’s name on a score sheet. The other side of the sheet features the Deal or No Deal Scoreboard.

Decide which two people will be the first Banker and Player. The rest will assist in revealing the cards. Each game sees the roles of The Banker and the Player move in turn to the left.

At the start of each game The Banker shuffles the Amount Cards and lays them out face down on the table.

The Player then shuffles the Number Cards and lays one on top of each of the Amount Cards.

The Player must select one of the 22 Number Cards as their card. The Player places this chosen card along with its covered Amount Card beside them on the table.

Revealing cards

The Player must choose five of the remaining 21 Number Cards to have the amounts underneath revealed. The other players take it in turn to flip over the cards and reveal these amounts (with only two players The Banker reveals the cards). The Banker crosses the revealed amounts off the scoreboard. All revealed Number Cards and their matching Amount Cards are removed from the table.

Making an offer

The Banker must now make an offer to the Player for their Amount Card. The Banker must think about which amounts have been revealed and which values are still left before making an offer to the Player for their card. The Banker must try to offer an amount as low as possible for the Player’s card which is still high enough for the Player to possibly accept. Players may find it helpful if The Banker’s offers are written down as the game progresses.

Accepting an offer

If the Player accepts an offer the game is still played out to see what the outcome of the game would have been.

The Player scores the amount they have accepted. When the Player’s chosen card is finally revealed, if the amount on this card is lower than The Banker’s offer, then The Banker does not score. If the amount is higher, then The Banker scores the difference between the offer and the amount on the card. (E.g. If The Banker offered an accepted £20,000 and the Player’s chosen card contained £50,000, The Banker scores £30,000).

Rejecting an offer

If the Player rejects the offer they must choose three more cards to be revealed after which The Banker will make a further offer.

Continuing the game

The Player continues to select three more cards to be revealed after each rejected offer, before receiving a new offer from The Banker each time. This continues until the Player either accepts an offer or there are only two Number Cards left on the table, the Player’s card and one other.

Final round (Swap or No Swap)

The Banker can decide whether or not to offer the Player the opportunity to swap their card with the last remaining card on the table. If the swap is offered, the Player can choose to reveal either one of the two cards as their card. If The Banker does not offer the swap, the Player must reveal their own card as their final score.

Remember, the banker only scores if a deal is accepted and the amount on the player’s chosen card is higher than the accepted offer.

Winner:

The person with the highest overall score after their turns as The Banker and Player is the winner.

Printable rules for the $name, from drumondpark.com

Deal or No Deal Board Game Rules

Preparation

  • Assemble twenty-two red boxes (as shown on the back of this rule sheet) and pop out the dark grey Cover Cards from the sheet.
  • Put one Money Card into each box (face up).
  • Put on the lids and mix up the boxes to make sure none of the players know which amount is in which box.There are 22 numbered spaces around the board. Put one box on each of these spaces.
  • Write the players’ names along the top of a Score Sheet.
  • Give each player four Answer Cards (Deal, No Deal, Swap and No Swap).
  • Switch on the telephone and place it in the space above the Scoreboard.
  • Decide how many rounds you are going to play

Object

To be the player with the highest total after a pre-agreed number of rounds have been completed. Each round is like a single edition of the TV show. In each round, players take turns to choose a box to be opened by the player to their left. The Deal Phone will make an offer after the first five boxes have been opened and from then on, after every third box has been opened. When the Deal Phone makes an offer, each player must decide if they want to ‘Deal or No Deal’. The players who deal, write down the amount at which they have dealt by their name on the Score Sheet.

The youngest player starts by choosing one of the 22 boxes from the board and putting it on the white circular table next to the coffee mug. This is the chosen box for Round 1.

This same player then chooses the first box to be opened by the player to their left who can open it as dramatically as they wish.

After each box is opened:

  • Press the button on the Deal Phone matching the amount in the box.(on the buttons “k” means 1000, so 100k means 100,000)
  • Press [TICK] to confirm that you pressed the right button. If you have pressed the wrong amount, press [CROSS] then press the right amount and confirm it by pressing the[TICK] button.
  • Cover this amount on the Scoreboard with the Cover Card.
  • Remove the opened box from the board.

The player who last opened a box always chooses the next box to be opened by the player to their left.

The Deal Phone will make an offer after the fifth box is opened and then after every third box is opened.

The Deal Phone will ring and the offer amount will be displayed on the screen. The Deal Phone will give players either 10, 20 or 30 seconds to decide whether or not to accept this offer. The time will count down on the screen. Players place either a Deal or No Deal Card face down on the table. When the time is up, the players turn over their cards to reveal their decisions.

Any player who does not make a decision within the time limit is disqualified from that round and scores zero. They play on as normal in any further rounds.

When a player accepts a Deal, they write down the amount they have accepted on the Score Sheet. Players who have made a Deal still take part in the choosing and opening of further boxes.

When there are only two boxes left, any player who has not yet made a Deal must choose one of these two boxes to be ‘their box’. This is done by laying a Swap or No Swap Card face down on the table.

Players who choose ‘NO SWAP’ win the value in the box on the white table. Players who ‘SWAP’ win the value in the last box still on a numbered space.

When all remaining players have laid down a card they are turned over and the final two boxes are opened.

Players take it in turn to select the Chosen Box to be placed on the white table at the start of each new round. Some players may get to choose one more than others according to the number of players and number of rounds.

If all players deal early, play continues to see how the round would have panned out.

Winner

The player with the highest total after the pre-agreed number of rounds have been played is the winner.

After 15 minutes of inactivity, the telephone will go into ‘sleep mode’
To re-activate, simply press the next required button and continue.
After the 20th box has been opened and the final offer has been made, the telephone resets ready to start another round.

Battery information
Do not use rechargeable batteries.
Do not recharge non-rechargeable batteries.
Do not mix different types of batteries, or new and used batteries.
Use only 3 x AA or their equivalent.
Insert batteries in the correct polarity (see diagram).
Remove exhausted (used) batteries from the toy.
Do not short circuit the supply terminals of the batteries.
Do not insert connecting wires into electrical socket outlets.

Printable rules for the $name, from drumondpark.com ]]>