ThinkFun Swish - Card game

Swish - Card game ThinkFun - Free user manual and instructions

Find the device manual for free Swish ThinkFun in PDF.

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Product Type Card Game
Brand ThinkFun
Model Swish
Number of Cards 60 transparent cards
Card Dimensions 6.4 x 8.9 cm (standard)
Weight Approximately 200 g
Material Transparent plastic
Age Range Ages 8 and up
Number of Players 2 to 6 players
Game Duration Approximately 15 to 30 minutes
Power Supply None (non-electronic game)
Care and Cleaning Clean with a dry microfiber cloth
Safety Contains small parts. Not suitable for children under 3 years. Choking hazard.
Box Contents Transparent card game, instruction manual
Main Features Develop spatial thinking, speed, and logic
Spare Parts and Repairability Not applicable (complete game)
General Information Speed and spatial reasoning game. Players must mentally overlay cards to form Swishes.

Frequently Asked Questions - Swish ThinkFun

How to play Swish?
Place 16 cards face up on the table. At the signal "GO!", look for Swishes by mentally overlapping two or more cards. Say "Swish!" and prove your combination by stacking the cards. If valid, keep them. The player with the most cards at the end wins.
What is a Swish?
A Swish is an overlay of cards where each colored ring fits perfectly into a circle of the same color. No circle or ring should remain isolated. Cards can be mentally rotated or flipped.
How many players can participate?
The game is designed for 2 to 6 players. It is recommended for group play.
What age is required to play?
Ages 8 and up. The game develops spatial thinking and speed. Not suitable for children under 3 years due to small parts.
Can you play alone?
The game is intended for multiple players. There is no official solo mode, but you can time yourself to find Swishes in solitaire.
What if no Swish is found?
If all players think there is no Swish, the dealer can replace 4 of the 16 cards with new ones from the deck. The old ones are shuffled back into the deck. This situation is rare.
What is the penalty for an invalid Swish?
If the announced Swish is incorrect, the player must discard one card from their own pile (if they have any). The incorrect cards return to their places on the table.
How to set up the game?
Choose a flat, lightly colored surface to better see the transparent cards. The dealer shuffles the deck and places 16 cards in 4 rows of 4. Then they say "GO!" and the game begins.
How to clean the cards?
Use a dry microfiber cloth to wipe the transparent cards. Avoid water and chemicals.
How to win at Swish?
The game ends when the deck is empty and no Swish is possible. The player with the most collected cards (each card counts as 1 point) wins. A Swish with more cards earns more points.

User questions about Swish ThinkFun

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Download the instructions for your Card game in PDF format for free! Find your manual Swish - ThinkFun and take your electronic device back in hand. On this page are published all the documents necessary for the use of your device. Swish by ThinkFun.

USER MANUAL Swish ThinkFun

INHALT:

SPIELSCHRITTE:

Swish is a fun, fast-paced game of spatial thinking! Move the cards in your mind to see the matches. Then make a Swish!

LUDES: 0 Transparent Swish Cards

INCLUDES:

  • 60 Transparent Swish Cards
    • 1 Travel Bag

THE OBJECT:

Players race each other to create the most Swishes.

WHAT IS A SWISH?

A Swish is created by layering two or more cards so that every ball swishes into a hoop of the same color. The cards may be rotated and/or flipped but must lay on top of each other in the same orientation, and no hoop or ball can be left unmatched. As you play, keep in mind that each card you collect is worth a point. Therefore, a Swish made up of more cards will earn you more points!

EXAMPLE OF A CORRECT SWISH:

Mathematical diagram illustrating the addition of two colored circles into a star-shaped equation

EXAMPLES OF INCORRECT SWISHES:

Diagram illustrating the addition of colored circles and a prohibition symbol, showing how each combination yields a larger circle.

EXAMPLES OF MULTIPLE-CARD SWISHES:

Three colored circles (green, orange, blue) arranged in a triangular pattern on a white background (no text or symbols)

3 CARDS

3 POINTS

Four colored circles arranged in a triangular pattern (green, orange, purple, blue) on a white background, no text or symbols present.

4 CARDS

4 POINTS

Five colored circles arranged in a grid pattern (green, purple, orange, blue, and one unlabeled), no text or symbols present.

5 CARDS

5 POINTS

SETUP:

  1. Select a flat playing area that is in full view of all players.
  2. Choose one player as the dealer. Have the dealer shuffle the card deck.

NOTE:

It is best to play on a light colored surface so that you can easily see the images on the transparent cards.

Abstract diagram with two rectangular panels containing colored dots and a green ring, no text or symbols present.

STEPS TO PLAY:

  1. The dealer deals 16 cards, (four rows of four) into the playing area. Once the last card has been placed, the dealer calls “GO!” and all players begin looking for Swishes.

  2. Players may not touch the cards while they are searching for a Swish. They must flip and rotate them in their minds!

  3. A player calls “Swish!” when he/she can identify a Swish.
  4. To prove that the Swish is correct, he/she layers the selected cards on top of one another.
  5. If the Swish is valid, the player collects the cards that make up the Swish into his or her own score pile. The dealer replaces the cards with new cards from the deck.
  6. If the Swish is not valid, the cards are returned to the playing area. As a penalty, the player must discard a single card from his or her own score pile. If the player has earned no Swishes yet, there will be no penalty. All discarded cards are put in a discard pile and are out of play.
  7. Players must wait until there are 16 cards in the playing area to call a Swish. The only exception to this rule is at the end of the game when there are less than 16 cards in the deck.

NOTE: If at any time all players feel that no Swish exists, the dealer may replace 4 out of the 16 cards with new cards from the deck. The 4 old cards should be reshuffled into the deck. However, this happens rarely, so look carefully!

WINNING:

The game ends when there are no more cards in the deck and no Swishes can be made with the remaining cards in the playing area. The player who has collected the most cards is the winner!

HELPFUL HINT:

Understanding the placement of the balls and hoops on the cards will help you successfully play the game. The cards in Swish are designed so that hoops and balls of the same color are located in the same areas on each card.

The area of each card is divided into 4 rows of 3:

Simple diagram with two orange circles and two dots inside a purple rounded rectangle (no text or symbols)

Orange hoops and balls will always be located in the middle rows of the outer columns of the card.

Simple diagram with a green dot and a green ring on a white background, enclosed in a purple border (no text or symbols)

Green hoops and balls will always be located in the top and bottom of the middle column of the card.

Simple geometric diagram with four blue circles and a purple border (no text or symbols)

Blue hoops and balls will always be located in the four corners of the card.

Simple graphic with a purple ring and a dot, no text or symbols present.

Purple hoops and balls will always be located in the two rows of the center column of the card.

When you are trying to find a Swish, you will have to pay close attention to make sure that the colors match. Knowing where to look for a particular color on a card will help you to find Swishes faster!

CONTENUTO:

ESEMPIO DI SWISH CON PIU' CARTE:

| Category | Value | | -------- | ----- | | 3 CARTE | 3 | | 3 PUNTI | 3 | | 4 CARTE | 4 | | 4 PUNTI | 4 | | 5 CARTE | 5 | | 5 PUNTI | 5 |

PREPARAZIONE:

COME GIOCARE:

CONTENU DU JEU :

  • 60 cartes Swish transparentes
  • 1 sac de voyage

OBJECTIF DU JEU :

ÉTAPES DU JEU :

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Product information

Brand : ThinkFun

Model : Swish

Category : Card game