Bibi Blocksberg: Hexenkugel
Bibi Blocksberg: Hexenkugel Rulebook
Table of Contents
Table of Contents
Components
- 1 Hexenkugel (witch's crystal ball). Batteries are not included. You need 3 AA batteries.
- 17 chips: 4 red, 4 yellow, 4 blue, 4 green and 1 white.
- 20 cards.
- 1 HEX-HEX! sticker, to be stuck on the base of the Hexenkugel.
Note: the rulebook does not print the text of the 20 cards. Each card shows the action the player must perform.
Setup
Before the first game, insert three AA batteries (Mignon AA) into the battery compartment on the underside of the Hexenkugel (see illustration). At the start of each game, switch the Hexenkugel on by setting the switch on the underside to ON.
Place the Hexenkugel on the table so that everyone can see it well.
Spread the chips out in the middle of the table so that they are within everyone's reach. The white chip is always included. The number of the other chips (blue, yellow, green, red) depends on the number of players:
- 2 players: 1 chip of each colour.
- 3 players: 2 chips of each colour.
- 4 players: 3 chips of each colour.
- 5 players: 4 chips of each colour.
Shuffle the cards and place them face down as a draw pile.
Gameplay
The player who most recently listened to a Bibi Blocksberg audio play starts.
The starting player activates the Hexenkugel by pressing down on it from above with their hand. The ball now lights up in colourful hexy colours.
All players play at the same time and begin to circle their hands over the chips on the table. You may also murmur hex spells, for example: "Eene meene Hexentipp, her zu mir du bunter Chip! HEX-HEX!"
When the light show stops after a while, a new sound is played. Listen carefully to which one it is, and react quickly.
Either
(a) The hex sound "Plingpling" plays AND the ball lights up in one colour:
Now you must quickly grab a chip that matches the colour of the Hexenkugel's light. That means, if the Hexenkugel stops on red, you must snatch one of the red chips.
Since there is always one chip fewer on the table than there are players, someone will come away empty-handed. Now the defensive hex spell becomes active: if you could not grab a chip, you turn over the top card of the draw pile and carry out the action shown on it. Afterwards, place the card in front of you.
or
(b) Bibi calls out "HEX-HEX!" AND the ball no longer lights up:
Now everyone must quickly grab the one white chip. Bibi has managed to deactivate the defensive hex spell. However, in doing so she has accidentally bewitched one of you. If you grabbed the white chip, you turn over the top card of the draw pile and give it to another person in the group. That person carries out the action shown and then places the card in front of them.
After the action has been carried out, return all chips to the middle again, and the next player clockwise activates the Hexenkugel.
End of the Game
The game ends as soon as the card draw pile is used up. In this game nobody can really lose, because everyone surely had a lot of fun and laughed a great deal.
Alternatively, you may decide that the winner is the player with the fewest cards in front of them. If there is a tie, let the Hexenkugel decide: place just one chip of each colour on the table and activate the ball again. The first player to grab the matching chip wins.
At the end of the game, set the switch on the underside of the Hexenkugel back to OFF.
Variant
Setup
In this variant, place the Hexenkugel on the floor so that everyone can see it well. Depending on the number of players (see above), spread the chips out around the Hexenkugel. Make sure there is enough space between the chips. In this variant too, shuffle the cards well and form a draw pile.
Gameplay
The gameplay is as described above, except that instead of circling your hands over the chips on the table, you pretend to fly around the Hexenkugel like little witches on a broomstick. Instead of grabbing the chips with your hand, everyone tries to stand with one foot on a matching chip as quickly as possible.
End of the Game
Here too, the game ends as soon as the card draw pile is used up.
Tips
- The Hexenkugel glows even more brightly in a slightly darkened room.
- If you want to shorten the game, simply put fewer cards into the draw pile.
Additional Ideas for Fun Actions
If you have other ideas for fun actions, that is no problem: simply say what the action should be before the Hexenkugel is activated. For example, here are some ideas:
- Speak and move like a robot.
- Balance a book on your head and walk through the room without the book falling to the floor.
- Cluck like a chicken and flap your arms.