Play 20 QUESTions
Each Saturday July 16 through October 15, 2005
Hill Farm is open at 10 am. Last ticket sold at 5 pm
Adults $6. Seniors (60+) $5. Youth (15-5) $4. Age 4 and under FREE
Reservations suggested. One person 16 or over on each team.
Reservations to receive a discount of $1 off for groups of 30 or more or
to bring your group on a weekday or Sunday afternoon.
HUNTERSVILLE, NC: Get ready for a real
Think of this NEW game as a combination of Jeopardy and Wheel of
Fortune, only played out of doors over a 265 acre historic farm. Choose your companions carefully. Use your
skills at navigation, deductive reasoning, data entry & reconnaissance and
learn something NEW about your community. Enjoy individual or team play
while you enjoy the adventure.
game board will be marked with your official Time-In. Use the map on your game
board to find the 20 storyboards
which are placed round and about Rural Hill Farm with QUESTions and
Answers. The 20 QUESTions are in five titled categories: School Daze,
Natural Resources, Mecklenburg & the Meck Dec, Down on the Farm and The
There are three panels on each storyboard. The first panel tells a story.
The second panel poses a QUESTion and offers three possible answers. The
correct answer will provide a clue in the form of a letter. Write the
letter in the underlined spaces as noted on the third panel until you
solve the rhyme.
Hill Farm, settled by John and Violet Wilson Davidson in 1761, is a
restoration in progress. John Davidson was a signer of the Mecklenburg
Declaration of Independence and a patriot of the American Revolution. Six
generations of the Davidson family lived at Rural Hill for more than 230
years. At one time Rural Hill was one of the finest plantations in
Mecklenburg County. Explore the 1890s Davidson one-room school house and
see displays in the Davidson Homestead farmhouse.
Points: The closer the QUESTions are to Time-In the fewer the clues. There
are a number of Storyboard in the shade around the Davidson Homestead but
the QUESTions that are the farthest away from your starting point will
provide the biggest rewards in solving the rhyme. When you have solved the
rhyme have your Time-Out officially entered. You may not have to visit all
of the storyboards to solve the rhyme but someone has to do it.
find that you need additional assistance, you may purchase the Story,
Question and Answer for #16, #17, #18, #19 or #20. which will set you back
10 minutes per clue. Plan your strategy to minimize distance vs. time. An
hour and a half is the time to beat.
finish the rhyme go to Time-Out for any clues you might have missed and a
completed edition of the rhyme.
NOT BRING PETS you will have to solve this puzzle all by yourself.
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