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Fig. 3
Fig. 4 Fig. 5
2. The second challenge - memory game:
Once all of the players have completed the first
challenge, the light in the middle will flash yellow to
indicate the start of the second challenge. Whoever
went first on the previous challenge, presses the yellow
button to start the second challenge.
The lamp will light up and a light sequence will start (two
lights will light up in a particular order). The player has to
remember the sequence and copy by pressing on the
corresponding two buttons.
• If he/she is successful, there will be a beep-beep noise and the camel
will flash the middle light to show that it is the second player's turn. Player 2 now
has to remember three lights instead of two!
Players take it in turn to play and the light sequence gets longer each time (so the
first player has to remember two lights, the second three, etc.).
• The camel will spit on the first player to make a mistake and then the other players
can each take a bottle out of the bottle crate.
3. The third challenge - speed game:
Once the second challenge has finished, the right hand lamp will flash green to
indicate the start of the third challenge. Whoever went first on the first two
challenges, presses the green button to start the third challenge.
• As soon as the light is on, the player has to press the corresponding button as fast
as possible and continue doing so until the light sequence stops. If he/she is
successful, all 3 lights will flash and it is the next player's turn.
• As soon as a player makes a mistake, the camel will spit and the other players can
take a bottle out of the bottle crate.
Once the third challenge is over, Trickin’Camel will start a new round and challenges
1, 2 and 3 will begin again. This will continue until there are no more bottles left in
the bottle crate.
Look out!: Trickin’Camel is mischievous and could chuck bottles out of the bottle crate at any
time! So all players should stay alert, whether it's their turn or not, so that they can quickly
grab the bottles that fall out to collect as many as possible.
Please Note:
• If a player waits too long to choose a button on the first challenge, the camel will spit and it
will be the next player's turn. Also, in the second challenge, the player has to press the right
button quickly to stop the camel from spitting and missing their turn.
• If the bottle crate doesn't spring up, reset the game by turning the middle button clockwise
(fig. 8).
• In 1 player mode, the challenges follow on from each other in the same way.
THE WINNER:
The game is over as soon as the crate is empty. The player with the most bottles
wins the game.
3. Get a pot of water. Suck up some water using
the pipette (fig. 3).
4. Squeeze some water out of the pipette into the
camels mouth (water held in bottom lip) (fig. 4).
Look out!: for optimum spitting power don't fill the water in
the camel's bottom lip higher than the square mark on the right hand side of
it's head (fig. 5).
5. Choose the number of players using the
slider on the side (fig. 6)
'1' = 1 player '2' = 2 players
'3' = 3 players '4' = 4 players
6.
Turn the switch to 'ON' to start the game.
The camel will spit out a bit of water when the
game is starting.
PLAYING THE GAME:
On their turn, players complete the 3 camel challenges.
1. First challenge - guessing game (cup and ball game):
The left light will flash red to indicate the start of the first challenge.
Player 1, presses the red button to start.
He/she has to follow the flashing lights and say which light was the last to light
up. The player makes their choice by pressing the red, yellow or green light that
they think lit up last. If the player is wrong the camel will spit.
If the player chooses the correct light, the camel will make a victory noise (the
sound of a bottle opening) and the player can take a bottle out of the crate.
Then it's player 2's turn. This person plays the same game as player 1.
Followed by players 3 and 4.
Do not exceed
this mark.
Fig. 6
1

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