Product Description
Our claim - WE MAKE GOOD GAMES
Our values are also determined by the maxim of social play: fun, community and family, curiosity, humanity and responsibility for people and the environment. These values are part of our corporate culture that we live daily.
Those who speak of playing cards think of Piatnik. Not only in Austria. In Europe and around the world, the name Piatnik stands for the card game and the highest product quality in playing cards like no other brand. That's a simple reason: we've been doing this a little longer. Slightly longer means to be exact since 1824.
Today, Piatnik is the largest game publisher in Austria with distribution subsidiaries in Germany, Czech Republic, Hungary and the USA and a leading provider of games in Europe. Our products are available in 72 countries worldwide.
Smart 10 - Who is the smartest?
Julia Roberts film partners, order world cities by their longitude, guessing the countries of origin of international pop bands that host countries know of football world championships.
10 answers - but which of them are correct?
A quiz game can hardly offer more variety than "Smart 10". Practically packed in a travel-friendly box, the questions go round - and after 20 minutes make something addictive...
On each page of the 100 cards there are a question and ten possible answers. The answers are covered with markers. Whoever is in turn chooses an answer, lifts the marker and checks if it's true.
If the answer is correct, the player keeps the marker and passes the smartbox to the next player, who can then of course only choose from nine answers. If you no longer want to give an answer, you fit, because if you answer wrong, you lose all the markers he has collected in the running round.
Manufacturer Contact Information
info@piatnik.de; info@piatnik.de
Important information Safety Information Not suitable for children under 36 months Directions 1. Remove the game from the packaging. 2. Distribute the 100 quiz cards to the players. 3. Each player chooses an answer option or matches to secure the answer markers collected so far of the current round. 4. The player's turn chooses an answer, raises the marker and controls if it is true. 5. If the answer is correct, the player keeps the marker and passes the smartbox to the next player. 6. If you no longer want to give an answer, you fit, because if you answer wrong, you lose all the markers he has collected in the running round. 7. The game ends when all the quiz cards have been answered and the player with the most markers wins.