Funbrick Series - 3 Second Try (Import)
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer |
Daichi Chihara Masayuki Ikegami |
| Publisher | itten |
| Players | 2-7 |
| Playtime | 15 mins |
| Suggested Age | 8 and up |
Note: This game is in English
Face different physical and mental challenges in under 3 seconds to score points. The first player (called "Master") reveals a challenge from either the "Physical" (Dexterity) or the "Brain" (Intellect) card pile. The first player immediately releases the ball from the top of the slide. All players bid / bet on how many times they think they can do the challenge in under 3 seconds before the ball reaches the bottom. The highest bidder starts with his try. If he can for example name 5 (5 was his bid in this example) different words starting with a before the ball reaches the magnet at the bottom he wins and receives the card. This is determined by the player covering the magnet before the ball passes. If not, the next highest bidder has to try to fulfil his own bet (i.e. 4) and so on.
The first player to earn 2 cards wins.
