Answer

Feb 16, 2025 - 09:58 PM
To play the IDEAL LINGO game, follow these steps:
1. Assemble the LINGO Game Unit and Puzzle Word Board.
2. Choose one player to be the Question Master (QM), and separate the remaining players into two teams.
3. Give each team a sheet from the Score Pad.
4. Toss a coin to decide which team will go first.
5. Start with Round 1: 4-letter LINGOs.
- The QM slides Blank Panels into the fifth and sixth columns of the LINGO Game Unit.
- The QM picks a 4-letter word from the dictionary section of the leaflet. This is the LINGO the team in play has to guess.
- The initial letter of the word is revealed by slotting the corresponding Initial Letter Panel into the first column of the LINGO Game Unit.
- The team in play has 20 seconds to guess the remaining three letters of the LINGO and write them in the bottom row of the Game Unit using the Dry-wipe Pen.
- The QM drops colored Marker Tiles into the LINGO Game Unit to indicate correct letters in the correct position.
- The team gets another attempt to guess the LINGO within the time limit.
- If the team fails to guess or writes a word that does not exist in the English language, play passes to the other team.
- The first team to guess the LINGO scores £200 and circles that amount on their Score Sheet.
- There are 5 attempts to guess each LINGO. If neither team guesses correctly, the QM wipes the board and starts a new LINGO.
- Play continues until three 4-letter LINGOs have been played.
6. Both teams play a bonus Puzzleword round at the end of Round 1.
- The QM picks a 12-letter Puzzleword from the list at the end of the leaflet and writes it on the wipe-clean panel inside the Puzzleword Board.
- The QM closes all the Puzzleword Board doors, revealing only the initial letter.
- The QM reads the Puzzleword clue and starts revealing the word by flipping up the doors at approximately 1-second intervals.
- The team can shout out as many answers as they like. The QM stops opening the doors once the Puzzleword is guessed.
- The team scores £25 for each uncovered letter if they guess the Puzzleword after Round 1.
7. Continue to Round 2: 5-letter LINGOs, following the same steps as Round 1.
- Remove the Blank Panel in column 5 and guess 5-letter LINGOs.
- Play a total of three 5-letter LINGOs, with each correctly guessed LINGO scoring £300.
- Both teams play a bonus Puzzleword round at the end of Round 2, scoring £50 for each uncovered letter if they guess the Puzzleword.
8. Proceed to Round 3: Quickfire LINGOs.
- Each team plays a 4-letter and a 5-letter LINGO without passing play.
- The scoring varies based on the number of attempts to guess the LINGO.
- Both teams play a bonus Puzzleword round at the end of Round 3, scoring £100 for each uncovered letter if they guess the Puzzleword.
9. Calculate the Grand Total by adding up the money won in Rounds 1 to 3 and the corresponding Puzzlewords. Write the total on the Score Sheet.
10. Play the End Game, where both teams play a 4-letter, a 5-letter, and a 6-letter LINGO within 90 seconds.
- The team with the smallest Grand Total goes first.
- Play each LINGO as described in the main game, using the 90-second Sand Timer.
- Score the End Game based on the number of LINGOs guessed correctly.
- The team with the most money after the End Game is the ultimate winner.
Remember to consult the manual for additional game options and variations.
Add New Comment