GinkGo!® The Rules of Play
The Object of GinkGo! is to be the first player to move
clockwise around the Board, along Memory Lane and the Race to Remember to the GinkGo! Center.
Equipment: Game Board; three card decks; four markers; one die; one timer; paper and pencils.
Take a look at the Board. There are two paths on the GinkGo! Game Board: Memory Lane and the
Memory Race. The two paths intersect in many places throughout. Each intersection is marked by
an Instant Recall Switch.
Path switching is a very important part of the game.
There is one simple rule about
switching paths:
Never use both paths
to complete a single turn. When it is your turn, roll the die and
move the full number of spaces along
a single path. You get to switch paths only at the
beginning of a turn, when you are on an Instant Recall Switch.
Start:
Select a game piece, a pad of paper and a pencil or pen.
The player whose birthday is coming up next goes first, then proceed in clockwise order.
Place your game piece on the beginning of either the Race to Remember or Memory Lane, then roll
the die and move the full number of spaces along the path you have chosen. You will land on a
Memory Lane circle, an Instant Recall switch or a Race to Remember square. Select a card from
the corresponding card set.
When you land on an Instant Recall Switch
select the first card in the Instant Recall deck.
Read the
question out loud and show the other players the card.
If you complete the Instant Recall task successfully, you get to move
EITHER your own
marker OR another player's marker one space in any direction.
If you do not complete the Instant Recall task successfully, you do not get to move your
marker or anyone else. When you finish, your turn is over and the turn then goes to the
next player. Return the card to the back of the box.
When you land on a
Race to Remember select the first card in the Race to Remember deck.
 The Race to Remember is a timed race-use the sand timer. You have
exactly one minute to complete the race.
To determine the winner, count the total number of words each player has listed and determine
if all the listed words are valid by reading them out loud to each other. If necessary, the
group takes a vote to determine if all the words in a list are valid. The player
who wins the race gets to EITHER move his own marker OR another player's marker one space in any direction.
If there is a tie, both players are winners and both get to advance one space or to move another
player's marker one space. The turn is over when the race is finished. The next player in the
regular order of play goes next.
When you land on
Memory Lane select the first card from the Memory Lane deck.

Read the question out loud and answer the Memory Lane question by telling a story-a simple
one word answer is not enough! Most stories
have some kind of beginning, middle and end. You can make most of your answers to Memory Lane
questions into stories if you follow this simple suggestion. If for any reason you are unable to
answer a Memory Lane question, return the card to the deck and choose
another one. There are never
any wrong answers on Memory Lane. After you have told a story, EITHER advance forward one
additional space, OR move one other player's game piece one space in any direction.
Keep
your Memory Lane cards!
When you collect three Memory Lane cards,
you can
switch positions with any other player on the
board-but this option is available only at the moment that you collect your third card, and
expires immediately upon the next turn. You get another chance to switch places each time you
collect another set of three Memory Lane cards. This is a very powerful option, allowing
storytellers to "lag behind", collect three cards and zoom into first place!
Players
who tell the most stories
often win the game because they get to switch places with the leader.
 When
you land on a
Player's Choice square, you get to choose
which card deck you will use. You must
then successfully complete a task from either Instant Recall, the Race to Remember or Memory Lane.
To Win you must land on one of the
two Memory Gateways
(marked by the red stars).  When you
land on a Memory Gateway the other players get to choose which card deck you will use. You have
to successfully complete a task from either Instant Recall, the Race to Remember or Memory Lane,
before you can enter the GinkGo! Center where you complete the final task. If you do not
complete the task successfully, stay on the Memory Gate and await your next turn, when you
get another try.
When you enter the GinkGo! Center,
the Final Task is to recall at least seven Memory
Lane stories that the other players have told during the game. If fewer than seven stories
 have been told so far in the game, then you must recall all of them. You are not allowed to
use your own stories. You may not write down or make notes about stories other players tell
during the game. When you recall the stories that have been told, you only have to remember
what the stories were about, you do not have to retell the whole story. If you don't recall
seven stories you have to leave the GinkGo! Center,
the Final Task and go back to the Gateway, the turn goes
to the next player, you await your next turn, when you get another try.
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