© 2016 Hasbro, Pawtucket, RI 02861-1059 USA.
All Rights Reserved. TM & ® denote U.S. Trademarks.
Consumer contact:
USA and Canada: Hasbro Games, Consumer Affairs Dept.,
P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL. 800-255-5516.
Hasbro Australia Ltd., Level 4, 67-71 Epping Rd, Macquarie Park, NSW
2113, Australia. TEL. 1300 138 697.
Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany Highway,
Auckland, New Zealand. TEL. 0508 828 200.
GET READY!
Before you start playing, always align
the arrows on
all five of the gears with
the arrows on the DOWNSPIN unit.
LET’S PLAY!
1.
Place the DOWNSPIN unit between you and your opponent,
with each player facing a set of gears. Each player then
takes a key and two sets of tokens.
2.
Each player places all 10 of their tokens in the launcher on
their side of the unit—five tokens in the right launcher, and
five tokens in the left launcher. (Disregard the numbers on
the tokens; you can place them in the launcher in any order.)
3.
The youngest player goes first. Choose any gear and use
your key to slowly turn that gear in either direction as far
around as you like.
Leave your key in the gear when you
are done.
Note:
• Once you have started turning a gear, you must continue in the
same direction. However, you can stop turning at any time.
• You can continue turning your gear even after a token falls to
the next gear or into your chute.
• Think ahead! The slots on each gear are positioned differently
on either side of the unit, so when you turn a gear, you may be
unknowingly helping your opponent get their tokens down into
their chute!
4.
Now it’s your opponent’s turn! They may choose any gear to
turn EXCEPT the gear that contains your key; players cannot
turn the gear that their opponent just turned. When your
opponent is finished turning, they will leave the key in the
gear they turned.
5.
After your opponent’s turn, remove your key and turn any
gear you’d like—except the one your opponent just turned.
When you are done, leave your key in the gear. (You may
turn the same gear you turned on your previous turn if
you wish.)
Important:
• Your tokens can take any route to reach the chute. They don’t have
to go through every gear!
• The only time you can turn the same gear as your opponent and
push their key out is on your winning move; your winning move is
when turning a gear will send your last token into the chute.
WIN!
Continue playing until someone gets all 10 of their tokens into
their chute (the tokens can be in any order). The first player to
do this is the winner!
VARIATIONS
Advanced Game:
• For a greater challenge, load each token set in numeric
order, 1 to 5, in each launcher. Then try to get one token
set down before the other—in numeric order!
• Don’t worry if the tokens get jumbled along the way. They
just need to drop into the chute in the correct order.
• The winner is the first player to get all of their tokens into
their chute in color and numeric order. If a token falls into
your chute out of order, the other player immediately wins.
Quicker Game:
• Give each player only five tokens. The first player to get all
five of their tokens into their chute is the winner!
®
C16410000_DOWNSPIN_IE.indd 2
11/7/16 11:07 AM