Rummelplatz Spielregeln

Rummelplatz Spielregeln
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Getting Started
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• V id f
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• V id f
The Funfair Is Here!
Enjoy a day of thrills and breathtaking action! Brave
the deep plunges of the rapid Roller Coaster or keep
the scary creatures on the Ghost Train company!
Test you strength on the Ring-the-Bell! The guy from
the muscle shack is stronger than you? Oh well, never
mind, on the Bumper Cars you’ll need brains, not
brawn.
Would you like to know what the future holds? Then
take a chance to see the unpredictable Madame Déjàvu. But be warned: Many people have come out of her
tent paler than those returning from the infamous
Swingboat!
If you’re really fast, you might want to try your luck
at the Horse Race. And if you have been unlucky
fishing for stuffed animals, don’t forget to stop by the
Raffle Booth. Who knows, you might win the first
prize there!
Great fun for everyone, big or small, young or old!
one rid
e
or
one ride
or
Place the game board in the middle of the table and
distribute all cards, tokens, etc. on it (see opposite
page). Put the general components on the Ticket
Booth and the special components on the
corresponding attractions. Each player gets
an admission chip in his or her favourite
colour.
At the Fairground, 8 attractions are waiting for you.
At the start of the game, each player puts a scoring
token on “0” of the raffle point track at the bottom of
the game board. At each attraction, you will be able
to win raffle points and exchange them for prizes at
the Raffle Booth at the end of the game. The player
who draws the first prize there wins the game!
Before the grand finale at the Raffle Booth, you visit
four attractions and choose one of these two options at each:
1. Ring-the-Bell or Fortune Teller
2. Horse Race or Picker Arm
3. Bumper Cars or Swingboat
4. Roller Coaster or Ghost Train
The youngest player chooses the first attraction by
moving all of the game pieces to the attraction of his
or her choice. After that, the player with the fewest
raffle points gets to choose the next attraction and
moves the pieces there. If there is a tie, throw the
dice: 1 means go left, 2 or 3 means go right.
Attractions and Raffle Points
You will get detailed explanations for each of the attractions on the following pages. At each attraction,
you win raffle points according to your position in
the ranking:
The winner gets 6 raffle points, all other players each
get one point less that the person ahead of them in
the ranking. If there are draws, all players involved
in the draw receive as many raffle points as the highest position in the draw. The ranking positions of all
other players, however, don’t change.
Ranking Position
1 2 3 4 5 6
Raffle Points
6 5 4 3 2 1
Example: Markus and Peter tie for the win on the
Horse Race. They each get 6 raffle points. The runner-up Martin has come third, so he gets 4 points.
General:
1game board
Picker Arm:
Screen with joystick picture
15coloured dice
(5 sets of 3)
Box bottom with inset
(inside box lid)
Swingboat:
Swing with counting star
(on the game board)
6meeples
12scoring tokens
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6admission chips
Valid for
Bumper Cars:
54tiles (one set for each player’s
colour containing 8 “Boom”s
and 1 “TILT”)
d
Vali for
1hourglass (approx. 30 seconds)
45playing cards (5 sets each
containing the numbers 1-9)
60crystals:
32 white ones
17 blue ones
10 orange ones
1 purple one
Ghost Train:
18 fear cards
Game Components
Ring-the-Bell:
6stack cards
2Ring-the-Bell
boasting cards
12 S UPERMAN
11 H IGH A CHIEVER
9 M USCLE JOCK
8 P SEUDO R AMBO
7 B UMPER CAR ROWDY
6 GOOD LISTENER
•
•
•
•
5 A IRSTREAM BAMBI
4 W USS
3 GRILLED ZUCCHINI CHEF
2 WET R AG
•
•
Fortune Teller:
26 destiny cards
6summary cards
1large summary
(Back: Horse Race course)
Horse Race:
1course
(Back: Fortune Teller)
15 track cards
10 P OWERHOUSE
1 T HUMBSUCKER
Roller Coaster:
18 track cards
I s e e ...
su ff Ic Ie nt
st or ag e
36 guessing tiles
(6 for each player’s
colour)
+15 Nobel Prize
love affair
+14 ultimate
+13 perfect summer
round-the
+12 -world trip
+11 money bag
+10 love bite
+9 tiny love
+8 Elvis lives
+7 beauty queen
er
+6 silent hairdress
+5 samba school
storage
+4 sufficient
City
+3 Sex and the
+2 green hair
+1 free beer
0 nothing
socks
-1 more single
-2 pee pee dance
-3 no toilet paper
-4 cabbage soup
-5 herpes
-6 fraud
r
-7 huge hangove
-8 Dark Lord
-9 tramp stamp
-10 wooden leg
PRO PHE CIE S
Raffle Booth:
6ticket cards
1bag
Oh, this die doesn’t fit!
They’re not all the same
after all …
• Ring-the-Bell
At the Ring-the-Bell, you can show your
•• friends that you’re not a wet rag, but
•••
••
•
••
•
•
•
1st Attraction
•••
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Preparation:
Get the 15 dice ready and shuffle the
6 stack cards. Each player gets one try.
The smallest player goes first.
Playing The Game:
When it’s your turn, you take all 15 dice
and turn over the top stack card. Turn
over the hourglass and try to stack the
dice on the table. Try to build the highest possible tower! You have to follow
these 3 simple rules, though (see also
example on the left):
1.The colours at the front of your tower
Raffle Points:
The player who has stacked up the most
dice wins. The others follow according
to their number of dice.
o
for ne ri
for one r
a
• V li d
de
de
• Valid
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for ne ri
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for e ri
Superman!
have to be the same as seen on the
stack card from bottom to top.
2.The colour at the top of each die has
to be the same as the colour at the
bottom of the next die.
3.You have to stop immediately once
the hourglass has run out. One of the
other players then counts all correctly
stacked dice from bottom to top. Put
your game piece on the corresponding number on the Ring-the-Bell. You
can find out from the Ring-the-Bell
boasting cards what your friends may
call you now.
i
for one r
Even if it’s only fun, you
should take one rule
seriously.
Here’s looking at
you, kid?
Exactly!
Fortune Teller
Will you dare to enter the tent of Madame Déjà-vu?
Beware: This lady is unpredictable!
Preparation:
Shuffle the destiny cards and deal two to each player.
Look at your cards without showing them to the others. Take turns becoming the fortune teller. The player
wearing the darkest clothes goes first.
Playing The Game:
When it’s your turn, gaze into the crystal ball and
choose a card from your hand. Look deep into the
eyes of the player to your left and lightly touch his or
her open hand with the face-down card. You’re reading
their destiny. Say: “Look into my eyes. I see …” Then
you can state the text you’ve read on your chosen card
or you can fib and tell them one of the other 26 possible
predictions. The summary cards help you find a nice
destiny for your neighbour. He or she can now accept
their fate or reject it by either taking the card on offer
or declining it.
If the player takes the card, he or she looks at it and
checks your prediction. He or she has to tell the truth
at this point: is it “true”, “better” (i.e. the card is worth
more points) or “worse” (the card is worth fewer
points). Then he or she puts the card in front of himor herself face down. Players choosing to reject their
fate have wasted their chance. You offer the card to the
next player to the left, look deep into his or her eyes
and so on. If nobody accepts the card, you get to keep
it and put it in front of yourself face down.
Important note: A player who already has 3 cards in
front of him- or herself can not accept any more cards
from others.
Take turns playing the fortune teller until all hand cards
are distributed. It’s possible that by the end some players have more cards than others, if some of you have
taken 3 cards.
Raffle Points:
Add together your points and deduct the negative
points. The player with the most points wins. The others follow according to their number of points.
Horse Race
If you’re really quick, you can try your luck
at the horse races.
Duhner Wattrennen?
Nah, this horse race is
really fast!
Preparation:
Up to 4 horses run in the race. If there are
more than four players, some of you play in
teams of two. Each player or team gets three
dice and places a meeple on a track of the
racetrack to represent the horse. The track
should be within easy reach of all players.
Teams start in the starting column, single
players start on column 2. Teams have to
decide before the first go who will throw
the dice and who will move the horse. All
players play at the same time during the
race.
Playing The Game:
The bell sounds and now you have to be
really quick! Roll the dice as fast as you can
to get your horse to the finishing line first.
Throw all three dice, until they all show the
same number (triple). You can pick up any
number of dice and re-roll them or leave
them as they are at any time. As soon as
you have rolled a triple, you move your
horse forward the corresponding number
of steps or instruct your partner to do it.
When a team’s horse has crossed the red
mid-line (having moved 7 spaces or more),
the players have to swap tasks (rolling dice/
moving horse). The race ends as soon as the
first horse has crossed the finishing line.
Raffle Points:
The player(s) of the winning horse take
the raffle points of the first place. All other
players follow according to their position
on the racetrack.
Miiiiib!
Picker Arm
Fish for your favourite stuffed animal.
Preparation:
Put all 60 crystals in the bottom of the box. The
sign above the Picker Arm indicates how much
each crystal colour is worth: purple = 7, orange =
5, blue = 3, white = 0 points. Play in teams of two
with your neighbour to the left. Keep playing until
each player has used the joystick and the picker
arm once. The player with the deepest voice goes
first handling the joystick.
Round-theworld trip?
I’ll take it!
Playing The Game:
You’re working the joystick and moving your
partner’s picker arm. Sit on opposite sides of the
table. Your partner puts the joystick picture with
the commands on it into the box lid and holds it
up like a screen in front of his or her face. He or
she must not be able to see the contents of the box
bottom! Inside the box lid is the joystick picture
with the commands. Your partner then raises his
or her preferred hand over one of the edges of the
box bottom, about as high above it as the race-
Examples:
The horse ad­
vances 3 spaces.
The horse ad­
vances 2 spaces.
The horse advances 1 space.
. of the
The colours
dice don’t matter.
2nd Attraction
track is long. He or she forms a claw with their
thumb, index finger and ring finger (!). Shake the
crystals in the bottom of the box thouroughly and
turn it in the way that you can read the instructions on one side of it.
Turn over the hourglass and start giving your
partner commands. He or she move the claw
accordingly. You can only give the commands
“Mib”, “Mab”, “Mub” and “Mob” for the 4 directions! When you‘ve got the claw where you want
to have it, give the command “Click”. Your partner
moves the claw downwards in a straight line and
picks up the first crystal he or she touches. If the
hourglass runs out, all the other players quickly
shout “Click”, to make your partner pick a crystal
in that very moment. Both you and your partner
then mark the value of the crystal you’ve caught
by placing your meeples on the pole next to the
Picker Arm. Each player gets points twice and
adds them up accordingly on the pole.
Raffle Points:
The player with the most points wins. The others
follow according to their number of points.
Bumper Cars
Have a blast on the Bumper Cars!
Preparation:
At the Bumper Cars, it’s all about coolness! Try to get bumped as little as possible while taking the highest possible
risks.
Everybody gets 9 Bumper Car tiles in
his or her colour. Shuffle the 45 driver
cards and deal each player 7 cards.
Once you’ve looked at your cards put
your tiles into a stack. The “Boom” and
“TILT” tiles have to be put face-down
in the stack. You can mix the “TILT”
into your stack wherever you want, including at the very top or the very bottom. The closer to the top of the stack
the “TILT” is, the more dangerous your
ride gets – but the more coolness points
you may earn. The player with the longest hair goes first.
Playing The Game:
Play one of your hand cards face-up.
Next, all of the other players play a
card from their hands, taking turns in a
clockwise direction. The player who has
played the highest card gets bumped.
If there is more than one highest card,
the one that was played last counts as
the highest. The player who played it
has to turn over the top tile from his
or her stack. For each 5 that has been
played, he or she has to turn over an additional tile. Then put the played cards
aside. The player who has been bumped
starts the next round by playing one of
his or her hand cards. Once a player
reveals his or her “TILT”, the ride on
the Bumper Cars is over for all players.
Special Case: It’s possible that all hand
cards have been played and not a single
“TILT” has been revealed. In this case,
re-shuffle all 45 cards and deal another
7 cards to each player. The last player
to have been bumped goes first. You
may not change the Bumper Car stacks,
though! Continue playing with the new
cards until someone has to reveal their
“TILT”.
No one is
going to bump
me here!
Raffle Points:
All players who haven’t revealed their
“TILT” now count the tiles below their
“TILT”. The player with the most tiles
under the “TILT” wins. The other players follow according to their number of
tiles. The player who has revealed the
“TILT” is always the loser.
3rd Attraction
Swingboat
Many a punter has returned from the infamous Swingboat
with a notably pale face.
Preparation:
Each player gets 10 crystals (the colours don’t matter).
This is your stock of stamina points. The Swingboat consists of seats, each having a number printed on it (fun
points). The further a seat is towards the ends of the boat,
the more fun points it is worth. There’s only space for
one meeple in each seat. The outer seats (5 fun points)
can only be used if you have 5 or 6 people playing. The
player who feels queasiest goes first.
Playing The Game:
Place your meeple into an empty seat. Immediately mark
the fun points on the counting star of the Swingboat with
your scoring token. Start counting from the green lamp
(for added clarity, you may want to mark the scoring
token of the current leader by putting a crystal on top
of it during the game). The other players take turns putting their meeples in the other empty seats and marking
their fun points on the scoring star.
Now roll as many dice as the number on your seat indicates. Each “1” you roll means you loose one stamina
point, which you have to return to the stock. If you’re sit-
ting in seat “0”, you’re not rolling dice but instead you are
relaxing a bit. You may take one stamina point back from
the common pile, but only if that doesn’t increase your
stamina total to more than 10. The other players follow
suit, each throwing the dice and putting back stamina
points to the stock for each “1”. The player to your left
starts the next round by putting his or her meeple in a
different empty seat and marks the fun points on the
scoring star. The main difference with the first round
is that all of your meeples remain in their original seats
until they get moved to a new one.
Important: No player is allowed to leave the meeple in
the seat it already occupies.
When a player hands back his or her final stamina point,
or at least one player gets lapped on the scoring star, the
game is over once the remaining players in the round
have all taken a final throw of the dice.
Raffle Points:
The player whose scoring token has advanced the furthest on the scoring star wins. The others follow according to their positions on the scoring star. If there is a tie,
the player whose meeple is in the seat with the highest
fun points number scores higher. All players having
returned all stamina points are the losers in any case.
Ah! You mark the fun points on
the scoring star of the Swingboat!
4th Attraction
Rattle,
rattle,
rattle …
Roller Coaster
Who will brave the rapid Roller Coaster?
Preparation:
You’re staring at the movements of the rapid cars on
the Roller Coaster with rapt attention and are starting to get an idea of what’s in store for you next. You
always team up with your neighbour to the left until
each player has had two rides on the Roller Coaster.
The most athletic player and his or her neighbour
to the left go first.
Playing The Game:
Sit down next to each other and link arms. Shuffle the track card pile and put it in front of yourselves face down. Turn over the hourglass and try
to memorize the track ahead. In order to do this,
turn over the top card of the pile and commit the
direction of your ride to mind. Then put the card
on a second pile face-up so you can always see the
top card only. Try to do this for as many cards as
you can, all if possible. On the cards you see which
movements you will have to go through later, both
at the same time. There are six possibilities:
•left – bend your upper bodies to the left
•right – bend to the right
•up – bend backwards and look at the ceiling
•down – bend forwards, look at the floor and
scream “WAAAHHHH!”
•arms up – each raise the free arm
•eyes closed – cover your eyes with your free hands
During the 30 seconds of the hourglass you may go
back through the face-up pile or start again from
the beginning as often as you want. However, you
may not change the order of the cards. When the
hourglass has run out, the pile is turned back over.
One of the other players is the ticket inspector and
takes it in order to check on your movements.
Now the ride begins! First, you bounce on your
chairs three times together and chant these words:
“Rattle! Rattle! Rattle!” Then you have to do the
movement shown on the first card of the track
pile. The ticket inspector turns that card over and
checks it against your movements. The ride continues with you both bouncing three times and chanting “Rattle! Rattle! Rattle!” Then, do the movement
from the second card and so on.
You can go on for as long as both of you continue
doing the same, correct movements and don’t forget
to go “Rattle! Rattle! Rattle!” in between movements.
The ride ends as soon as the ticket inspector notices
a mistake. Both of you can then mark the number
of track cards that have been opened on the tracks
of the Roller Coaster with your meeples.
As each player gets to go twice, add the second number to the first.
Raffle Points:
The player with the most points wins. All others follow according to their number of points.
Ghost Train
Scared of ghosts? Or of spiders? Then the Ghost
Train is the place to go to overcome your fears.
Preparation:
On the Ghost Train, you will have to scream
properly in the right places. The other players
are supposed to be able to guess what you’re
really scared of, so you will score points at the
end. Shuffle all 15 Ghost Train track cards and
put the face-down pile within line of sight for
every player. Shuffle all 18 fear cards and deal
2 to each player. Make sure the other players don’t peek at your cards. They show your
“fear triggers”. Each player also gets one set of
6 guessing tiles of his or her colour. Now, you
all hop on the Ghost Train together.
Playing The Game:
Turn over the top track card. If a player discovers his or her fear trigger on the card, he or she
screams loudly. Then you turn over the next
card and again, all players who discover their
fear triggers scream. Try to memorize which
things the other players are scared of.
When you’ve turned over all track cards, each
player takes his or her 6 guessing tiles and gives
each one to the player he or she thinks is scared
of this particular thing, face-down. You can
give a maximum of two tiles to any one player.
Once the guessing tiles have been distributed,
you all turn them over. Then you score them
one tile after the other. If the guess was good,
both the guesser and the guessee get a point.
Keep track of your points with your game pieces on the rails of the Ghost Train.
Raffle Points:
The player with the most points wins. The other
players follow according to their number of
points.
Finale
Raffle Booth
Off we go to the Raffle Booth!
The best one gets the most tickets.
Preparation:
Each player now gets one ticket
card. The player with the fewest raffle points gets the card
with the 3 tickets, the one with
the second fewest points gets 4
tickets and so on. If there is a
tie, draw the cards face-down.
If you are 3, 4, 5, or 6 players,
place one purple crystal and 11,
17, 24, or 36 white crystals into
the bag accordingly. The purple
crystal is first prize, the white
ones are blanks. The player with
the most tickets on his or her
ticket card goes first.
Playing The Game:
Take one crystal from the bag.
If it’s the first prize, you have
won the game immediately. If
you’ve drawn a blank, put it on
your ticket card. Then the player
with the second-most tickets on
the ticket card gives it a go, and
so on. If nobody draws the first
prize, the player with the most
tickets gets to go again, then the
others in the same order as before. Players with no tickets left
cannot draw any more.
Acknowledgements
eggertspiele is turning 15 this year. What
started in 1995 with the “crazy” idea of a
home-made horse racing game constructed
at a kitchen table (Duhner Wattrennen), has
since then turned into an internationally successful and recognized games publisher. Since
then, Peter Eggert and his nephew Phlipp El
Alaoui have published 28 games under their
label. This would have been impossible without the encouragement and support of the
many friends of our games here and abroad.
On the occasion of our 15-year anniversary,
eggertspiele would like to say thank you with
this very special game.
16 successful and creative minds from the
gaming community have rallied round for the
Shame, I
could only take
3 crystals …
… but we did have
loads of fun …
creation of this unique project, 10 game designers and 6 illustrators. Together, they have
created the “Funfair”, a game where winning
is not the main objective, but where the focus
is instead on having fun and enjoying a great
time together, as befits the joyous occasion.
True to the motto: “The journey is the reward
of a game”, players can expect a “sociability
game”, where the question who will win in the
end is removed from the spotlight.
We would like to thank all designers and illustrators involved, who have all decided to
relinquish their fees. Instead, we will give
these – together with a publisher’s contribution – to the children’s charity organization
“Kindernothilfe”.
Game Designers: Inka and Markus Brand,
Peter Eggert, Philipp El Alaoui, Friedemann Friese, Michael Rieneck, Martin
Schlegel, Stefan Stadler, Tobias Stapelfeldt
and Birgit Stolte
Illustrations: Klemens Franz, Alexander
Jung, Harald Lieske, Dennis Lohausen,
Michael Menzel and Franz Vohwinkel
Concept and rules layout: Birgit Stolte
Editor: Henning Kröpke
3D-Shot: Andreas Resch
Translation: Christina Brombach
Copyright: © 2010 eggertspiele
GmbH & Co. KG, Hamburg
www.eggertspiele.de
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