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9
ESPAÑOL
Desarrollo del juego
J
ugáis por turnos en el sentido de las agujas del reloj. Empieza el jugador cuyo nombre con-
tenga más sílabas. Cada jugada consta de tres acciones consecutivas:
1. Sacar carta con dibu
jo
2. Marcar las sílabas con
p
almas
3. Mover el persona
j
e
1. Sacar carta con dibu
j
o
En primer lugar, extrae una carta con dibujo de la pila con el color del distrito en el que
se encuentra e
l
persona
j
e. Si e
l
persona
j
e está en e
l
cuarte
l
g
enera
l
secreto
d
e
l
me
d
io
d
e
l
tablero, entonces podrás ele
g
ir de qué pila pre
eres sacar la carta. Sitúa la carta boca
arriba delante de ti y piensa en una palabra adecuada para el dibujo.
2. Marcar las sílabas con
p
almas
T
an pronto como ha
y
as encontrado una palabra adecuada, deberás mencionarla en voz
alta
y
marcar las sílabas con palmas para que todos lo oi
g
an. El resto de
j
u
g
adores verifi -
cará si el número de sílabas se corres
p
onde con tu
p
alabra.
Si has marcado bien las sílabas
,
es decir
,
si las sílabas marcadas coinciden con el
número correcto de sílabas de tu palabra, entonces podrás mover tu persona
j
e
(véase «Mover el persona
j
e»).
De lo contrario, el resto de
j
u
g
adores deberá corre
g
irte. Marca las sílabas de la
palabra de nuevo correctamente
y
haz avanzar tu persona
j
e (véase «Mover el
persona
j
e»)
.
En caso de que no se te ocurra nin
g
una palabra o que la palabra mencionada no
g
uarde relación con el dibu
j
o de la carta, entonces no podrás mover.
19


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