Instructions
Object:
Be the first player to get one peg from each
of the six stages of life on your couch and then reach, or pass, the Finish
space.
Contents:
Gameboard, 360 Insight Cards, 90 Therapy
Cards, 30 Thinkblot Cards, Thinkblot booklet, 6 Therapy couches, 36 pegs,
game dice.
Note: You will need a pencil and sheet of
paper for each player.
Set Up:
Divide the cards into eight separate decks
and place them, face down, on the spaces marked on the board. Each
player takes a couch and places it in their corresponding color Therapy
office. Place the pegs off to the side of the board. Each player
rolls the dice; the highest roller goes first and the game continues clockwise.
Playing:
On your turn roll the dice, move that many
spaces clockwise around the gameboard and follow the instructions for the
space you land on as described below. Therapy offices count as normal spaces;
more than one couch may occupy the same space at the same time.
The Spaces:
If you land on an opponent's Therapy office,
you become the patient and that opponent becomes your therapist. He takes
the top Therapy card and reads it aloud. Secretly write your answer, while
he writes what he thinks your answer will be.
Note:
1) On rating-scale questions, 1 is
low and 10 is high. A margin of error of 1 either way counts as a match.
2) For "Which player" questions,
both the patient and the Therapist can be included as possibilities.
If the answers match: the Therapist
has cured you and he chooses a peg of any color for his couch. You
roll the dice and take another turn.
If the answers don't match: you
stay in the office and wait for your next turn to repeat Therapy with the
same Therapist. You must stay in Therapy until you're cured.
-
Group Therapy
-
Your Own Therapy Office
-
An Unoccupied Office
If you land on one of these spaces, the player
to your left reads the top Therapy card to you and you secretly write down
your answer. All the other players then discuss the
question out loud and come to a mutual decision on what they think your
answer will be.
If the answers match: you decide which
therapist gets a peg of their choice, and you get
to roll the dice and take another turn.
If the answers do not match:
you stay on the space and try Group Therapy again on your
next turn.
If you land on an insight space, the player to
your left reads the top card from the deck of the corresponding stage of
life and you answer.
If you answer correctly: you receive
a peg for that stage and your turn ends. If you already
have a peg of that color, throw the dice and go again.
If you answer incorrectly: on your next
turn, roll the dice and move.
If you land on an Insight/Chance space, you can
either answer an Insight question from that stage of life or pass and wait
for your next turn to roll again.
If you choose to answer the question and
you answer it correctly, you get a peg of that color stage of life.
If you answer incorrectly, go to Psychosis
in the center of the board, lose one peg of your choice and wait for your
next turn.
If you land on an insight space and you already
have the Mastery Peg for that stage, you still have to answer an insight
card from that stage. If your answer is correct, you get to roll again.
If it's incorrect, play passes as usual to
the next player.
On your next turn, roll 1 die and move out of
Psychosis along the arrow that matches the number you rolled. Undergo
Therapy immediately in the office the arrow directs you to.
When you land on a Thinkblot space, the player
to your left takes the top Thinkblot card. Depending on whether your Thinkblot
space has an "A" or "B" on it, the other player will ask you an "A" or
"B" question. At the same time, he shows you the corresponding Thinkblot
in the Thinkblot booklet (with the "A" or "B" side facing up) and you choose
one of the answers he gives you.
If you answer correctly, choose a peg of
any color.
If you answer incorrectly, go immediately
to Psychosis and lose a peg of any color. On your next turn, follow the
directions for Psychosis (above).
Ending and Winning the Game:
As soon as a player has all 6 pegs, he must
then reach or pass the Finish space to win. Once you have all 6 pegs, you
no longer need Therapy. If you land on a Therapy office or a Group Therapy
space, roll the dice again on that same turn and move on. You still
need to follow the instructions for all other spaces.
We appreciate your
comments on Therapy
Please address
your correspondence to:
Pressman Toy
Corp.
Dept.:
Therapy
745 Joyce Kilmer
Ave.
New Brunswick,
NJ 08901
Or E-mail us at:
Custserv@Pressman-Toy.Com
Our Customer Service
number is 1-800-800-0298.
Calls are accepted
Monday through Friday from 10:00 am until 4:00 pm EST.
©1997
Pressman Toy Corp., New York, NY 10010
#3630/1431
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