Das Kleine Gespenst
Das Kleine Gespenst Rulebook
Table of Contents
Table of Contents
Contents
1 little ghost, 1 magnet, magnetic foil, 13 small cards with motifs from the book, 13 castle doors, 1 Knights' Hall marble run, 40 cannonballs, 4 ball trays, 1 ghostly-hour clock with hand, 1 clock-setting pin, 1 clock axle, 1 metal ring, 1 insert for playing, 1 rulebook.
Before the first game
Carefully punch out all parts from the die-cut sheets. It is best to let your older siblings or parents help you.
The little ghost
Now give the little ghost his magic bunch of keys in his hand. For this, take the small magnet and the metal ring. First bend the wire ring open far enough that you can thread the magnet on. Pass the metal ring through the hole in the magnet and then through the small hole at the little ghost. Then press the ring closed again. Now the magnet hangs in the hand of the little ghost!
The castle doors
On the front of each of the 13 doors, stick a keyhole, which you peel from the foil strip with the magnetic foil. It is best to stick it in the middle of the door.
The clock
To assemble the clock, take the small red clock axle and press it with the wide side firmly into the middle hole of the insert. The thin part sticks out of the insert. Then place the picture ring in the middle of the black game insert of the box. Next, the red hand is put on the axle. Finally, place the clock ring with the numbers into the game insert.
Object of the game
Who is the first to either open 6 doors in a row correctly or to give away all of his cannonballs?
Setup
The clock is assembled in the box as described above. The hand is set to 12 o'clock.
The 13 small cards with the illustrations are placed in the recesses of the insert so that the pictures can be seen. The 13 doors, which are provided with the keyholes, are placed on top.
You could agree that all players may look at the motifs on the 13 small cards before they are hidden by the doors. Whoever is more experienced and would like more suspense does not look at the motifs.
Each player receives 8 cannonballs and a ball tray. The balls are placed in the wide slots of the tray. In the box lid you find the Knights' Hall, in which you will later rumble with the cannonballs. It is laid ready. The little ghost with his magic bunch of keys comes next to the box. Now it begins!
The ghostly hour begins
The youngest player begins with his own ghostly hour. To do so, he takes the red clock-setting pin. He sticks it vertically into the hole in the clock hand and at the same time into the hole of the ring lying beneath it.
He turns the pin clockwise so that the hand then stands at 1 o'clock and a new motif can be seen under the 12. The motif shows which place the little ghost would now like to visit. The player whose turn it is takes the little ghost. He chooses one of the 13 doors behind which he suspects the motif, and guides the magnet over the keyhole. Whooo, the door opens as if by ghostly hand! Lay the door next to the box. Now a motif becomes visible:
Is a different motif hiding behind the door? Is the motif being looked for hiding behind the door?
Is a different motif hiding behind the opened door?
If a player opens the wrong door, he closes it (and all doors that are open) again. The little ghost is disappointed that he can now no longer quite manage his round to all 12 places before the end of the ghostly hour; he ends the round. For the player whose turn it is, the ghostly hour is thereby over. To finish, he sets the clock hand back to 12 o'clock with his finger. Important: the ring with the motifs must not be turned in doing so.
Then the next player begins his ghostly hour with the clock-setting pin. He puts it into the clock hand and turns it together with the ring beneath it one number further to the right.
Is the motif being looked for hiding behind the opened door?
The hand stands at 1 o'clock and the clock shows a new motif. Then he tries, with the little ghost and the magic bunch of keys, to open the door under which the motif being looked for could be hidden.
If the player opens the right door, i.e. the motif behind the door matches the motif on the clock, he may continue. He lays this door next to the box. Now he again takes the clock-setting pin, sticks it into the hole in the clock hand and turns with it - both the hand and the ring - exactly one number further. Now the hand stands at 2 o'clock and a new motif can be seen. This is the next place the little ghost would like to visit. The player now tries again to open the right door to find the motif.
If the player manages this, he may continue. He takes the clock-setting pin, sticks it through the hole in the hand, moves the hand to 3 o'clock and looks at the new motif. Then he looks for the right door ...
Play continues like this until the player opens a wrong door. His ghostly hour now draws to a close. But the player will still be rewarded by the little ghost for every door that he opened correctly in this round - in the Knights' Hall!
Rumbling with the cannonballs in the Knights' Hall
For each correctly opened door the player may rumble the corresponding number of balls in the Knights' Hall together with the little ghost.
If the player has, for example, opened 3 doors correctly and the 4th was the wrong door, he may rumble with 3 balls in the Knights' Hall. He takes 3 of the cannonballs lying in front of him and puts them in the Knights' Hall (the upside-down box lid).
Now it is time to keep a steady hand: While the other players count backwards from 10 to zero, the player tries to get as many balls as possible into the holes. To do so, move the lid slowly back and forth so that the balls can roll into the holes. You can practise this a little before playing, then it works really well! When you are more practised, you could agree that you count backwards from 5 to zero. Of course you could also agree on more time - if perhaps you are still a little unpractised - and, for example, count twice from 10 to zero.
When the other players have counted down to zero, everyone looks at how many balls are lying in the holes. The player puts these balls into one of the compartments next to the clock. The balls that did not land in one of the holes, the player puts back in front of himself.
Now the ghostly hour is over for this player; he closes all doors and turns the clock hand back to 12 o'clock with his finger.
After that the next player is on turn and begins his ghostly hour.
Who wins?
There are two ways to win:
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The first player who has no cannonballs left wins. He has helped the little ghost very much to visit many places during the ghostly hours.
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Regardless of how many balls he has in front of him, the player who is the first to open 6 doors in a row correctly wins. This player has managed to haunt uninterruptedly with the little ghost for half a ghostly hour. Of course you could also agree on another number (e.g. 4 doors or 8 or 10 doors); the length of the game changes accordingly.
Haunting variant
For friends of the little ghost with a ghostly good memory
Who will become the best friend of the little ghost? If you know the little ghost and his friends really well, you could agree that the players must open 12 doors in a row correctly. They thus haunt a whole ghostly hour with the little ghost, in order to win by the second possibility (see above).
Whoever is the first to manage this becomes the best friend of the little ghost. The little ghost is then delighted, because he has managed his complete round in a single ghostly hour and can now lie down contentedly in his chest to sleep. The sleeping chest is behind the last, the 13th door, which is still closed. As a reward the player may now open this little door and the little ghost can lie down contentedly in his chest - sleep well, little ghost, until the next ghostly hour!