Components
- 30 foot-shaped step cards
- 30 double-sided goal cards
- Rulebook
Object of the Game
Ask your neighbor to give you a step card featuring a specific number of steps.
Then choose a goal that you think you can walk, hop, or jump to in exactly that number. Reach your goal and collect a step card. The player with the most cards wins.
Setup
Shuffle the step cards. Take out twice as many cards as there are players and arrange them number-side up in a wide circle around the center of the playing area.
In a two-player game, take out three or four cards per player. Stack the rest of the step cards face down off to the side.
Shuffle the goal cards. Take out the same amount as you did step cards and scatter them in the middle of the circle of step cards. Put the rest of the goal cards back in the box.
Goal cards are divided into four categories:
The letters on the backside of the cards can be used alternately or even be combined as wished.
Compare the items on the goal cards with the area around you. If one of them does not exist, turn the card over or exchange it for another card.
Game Play
The game starts with the person with the most colorful socks and continues to the left. On your turn, ask the player to your left: "[Player Name], how many steps do you give me?"
The player to your left should pick one of the step cards from the circle, call out the number on the card and give it to you.
If the player picks a card with a number only, this is the number of steps you must take.
If the player picks a card with the word "Hop" or "Jump" at the bottom, you must either hop (on one foot) or jump (with both feet) the number of steps on the card.
Sample Starting Layout |
If the player picks a card with "3-20", he can say any number of steps between 3 and 20.
After receiving your step card, look at the goal cards in the center and then look around the room for a matching object that you think you can reach in the number of steps given.
The goal may be either in the room you are sitting or in a room nearby. Ask other players for suggestions if you need help.
Once you find a goal, point it out to the other players and take the corresponding card from the center.
If you choose a color card, point out a goal in that color.
If you choose a shape, point out a goal in that shape.
If you choose a letter, point out a goal that starts with that letter.
Now stand up and try to reach your goal by taking the same size steps, hops, or jumps indicated on your step card. Count out loud as you go. (The others have to watch closely!)
If you reach your goal in the exact number, you get to keep your step card as a reward and also receive an additional step card from the face down the stack as a bonus. Place both face down in front of you and place the goal card out of play.
If you either did not make it to your goal or passed it, or your steps weren't the same size, you may try again beginning at the same starting point.
If you reach your goal after a second try, keep the step card as a reward and put the goal card back in the middle of the circle. If you don't reach the goal, put both cards back in the circle.
The game continues with the player to your left becoming the new step-taker and asking her left neighbor for a step card. The neighbor picks up a remaining step card from the circle, calls out its number and gives it to the step-taker, etc.
End of the Game
The game ends as soon as all of the step cards have been claimed from around the circle. The player with the most step cards is the winner. In case of a tie, the player with the highest numbered step card wins.
For Younger Players
When playing with younger players, disregard the "Hop" and "Jump" on the step cards. Simply use all cards to take steps. Also, you may give them three tries to reach their goal.
They receive a step card even if they made it on their third try. The more tries they get the better they will become at estimating distances.
Variation
Play just the like the main game, only instead of giving the step-taker a step card, give him one of the goal cards from the center. The step-taker must then select a step card from the circle and try to reach the goal in the chosen number.
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