On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana
On Air - Play Like a Deejay: Ed. Italiana

On Air - Play Like a Deejay: Ed. Italiana

€28.99
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    STR5468
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Game created in collaboration with RADIO DEEJAY. THE FIRST BOARD GAME FOR THOSE WHO HAVE ALWAYS DREAMED OF “ BEING A RADIO ”! An exciting party game created by Francesco Lancia in which players challenge each other to the last song launch with current news and fun messages from the public to match with the songs that have marked the history of national and international music. ON AIR – Play Like a Deejay is a party game, to be played in a group, under the sign of improvisation to launch, just like in a real radio studio, the songs that have marked the history of music by combining them with current news or to fun messages from the public in more than 1 million possible combinations. “Headphones on, microphone ready, red light on… you're on air!” : with “ ON AIR – Play Like a Deejay”. Born from an idea by Francesco Lancia, Radio Deejay's official party game is inspired by actually existing facts and people and is the first to take the public behind the scenes of the radio profession, including unexpected events, funny anecdotes and of course lots of music. « I was listening to Deejay Gioca Italia when Linus announced the album by linking it to the news they were talking about, declaring however that it wasn't the expected album but that he would find a way to link it to the news anyway. Obviously he did it perfectly and I thought Hey, this is a game!. This is how ON AIR - Play like a deejay was born » says speaker Francesco Lancia. HOW TO PLAY? 1. Starting the game is very simple, just place the scoreboard mixer on the game table, choose your pawn which represents one of the levers of the control tools, draw the 9 cards with the news of the day and messages from the listeners and identify the most frequent listener of Radio Deejay who will take on the role of the Director. Once this is done, each player will receive 6 song cards from the Director, with the possibility of discarding those they don't know until they have their own perfect musical rotation. 2. The programming phase then begins: the Director draws the first news/message card and without looking at it shuffles it with the Bluff cards, then distributes a card to each player. This is where the ability to improvise and pretend comes into play: only one of the participants will have the real card in their hand, all the others will have to pretend to read their card to deceive their opponents and to convince the public, then tempting fate and choosing from their deck the song that offers them the perfect assist for any hypothetical news. When the Director collects all the cards and reads the news, we will get to the heart of the live broadcast: each player is called to announce the news, in his own way, and to connect it in the most creative and credible way possible to the song he has chosen, revealing the title and the author of the song at the end of his speech. This is how “Angelo and Paola decided to embrace the priesthood after years of engagement. Will they still remain together even as priest and nun? Well it's possible, we all need love... so what better occasion to listen to the Blues Brothers in 'Everybody need somebody to love'?” 3. But how will listeners react? The third and final phase of the game round is the listening phase in which the group is asked to indicate the best DJ by pointing with their finger at the player who in their opinion had the news in hand! Whoever guesses correctly receives 3 points, if the DJ is identified by at least 1 player he receives 3 points but if he is not found he loses 2, each player who was deemed the DJ of the round earns 1 point for each vote received. And so on, for another turn until the pile of news/message cards is exhausted. The winner is the person who, with cunning, improvisation and cheek, has reached the highest score. Something extra: By acquiring a bit of experience in running the game it is possible to switch to the pro version: the Director will have the official playlist of the game at hand and the DJs will be called to a time test: on each song card the tempo of the intro of the game is indicated song, the player who throws the disc with perfect timing, stopping speaking just before the artist starts singing will win an Intro Presa bonus which doubles the points of the round. Contents: 162 Song cards, 61 News cards and 30 Message cards, 8 Bluff cards, a Director card, 8 Trick Intro / Missed Intro cards, 8 wooden scoring pieces, the scoreboard-mixer and the rules.

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