Der Abenteuer Club
Der Abenteuer Club Rulebook
Table of Contents
Table of Contents
Game Contents
- 1 rulebook
- 1 adventure book
- 1 game board
- 1 notepad tablet
- 1 erasable marker
- 1 adventurer figure
- 1 sand timer (30 sec.)
- 3 answer tokens
- 110 item cards
Goal of the Game
Your goal is to dive into exciting adventures in which every time you face a choice, and the others must guess how you decided to act.
Setup
- Place the game board (A) in the middle of the table.
- Place the 3 answer tokens (B) on the marked spaces and put the adventurer figure (C) on the space marked 1.
- Shuffle the item cards (D) and deal each player 10 cards face down. This is your hand. Form a draw pile from the remaining cards and place it face down next to the game board.
- Important: never tell the other players about the items in your hand!
- Choose any adventure from the Adventure Book (E) and appoint the player who will receive the book. The next player clockwise takes the notepad tablet and the marker (F).
- Prepare the sand timer (G).
Structure of the Adventures
The Adventure Book contains 12 adventures available to play. Each adventure consists of 5 chapters, each ending with a task, and an epilogue. You can only move on to the next chapter after successfully completing the current task.
Some tasks are marked with a sand timer symbol. This means you must use the sand timer and solve that part of the task within the set time.
Example:
Task No. 4: How do you catch the runaway rat Kerry as inconspicuously as possible?
Rules
Normally a game is one adventure consisting of 5 rounds. During each round perform the following actions in order:
- Read the chapter.
- Choose items.
- Solve the task.
- End the round.
1. Read the Chapter
The player with the Adventure Book reads the first chapter and the task aloud so that everyone can hear.
2. Choose Items
Now it is the turn of the player to the left. From their hand they choose:
- only 2 items that they think will be the most useful for solving the task. The player writes the names of, or sketches, the two items on the notepad tablet with the erasable marker and places it in front of themselves face down;
- 3 more items that they think will be the least useful for solving the task.
Then the player shuffles all 5 chosen cards and lays them face up in the middle of the table. Example:
Task No. 3: What will you use to fend off a pack of wild monkeys?
Important: if the task contains the sand timer symbol, you have only 30 seconds to choose the necessary cards. You may write down the names of the items and reveal the cards after the 30 seconds have run out. If you did not manage to make your choice within the allotted time, the task is considered unsolved (see "Incorrect" in step 3, "Solve the task").
3. Solve the Task
Now all the other players try to guess the 2 items whose names are written on the notepad tablet. You may freely talk and discuss possible answers, but the player who laid out the cards may not take part in the discussion or hint in any way.
After you agree on 2 items, turn over the notepad tablet and check your solution.
CORRECT: If you correctly guessed both items, you have solved the task and may climb up a step. Great work!
INCORRECT: If you guessed none of the items or only one, you have not solved the task and must put an answer token back into the box. You cannot yet move on to the next chapter. Decide which of you will tackle the same task again.
Important: you still cannot talk about which items you hold in your hands.
As soon as you agree, pass the marker and notepad tablet to the chosen player, and the game continues as described in step 2.
Note: if you cannot agree on who should choose the items, it is the turn of the player to the left of the one who did so last.
4. End the Round
Keep playing until you:
- solve the task
- OR put the last answer token back into the box. In this case you have lost the game (see "End of the Game").
As soon as you solve the task, everyone refills their hand from the item card deck so that everyone again has 10 cards. All played cards go onto a discard pile. The Adventure Book is passed to the player to the left of the previous player, and they read the next chapter.
Example of a Round
Alina reads a chapter that ends with the following task: "How will you find the key to the cipher on the Pharaoh's tomb?". It is Yevhen's turn to choose items. He looks at his hand and chooses a vacuum cleaner (to clear the tomb of dust) and matches (so that the inscription can be read in the dark). He writes the names of the two items on the notepad tablet, hiding them from the others. Then he chooses from his hand the cards with a spring, a cheese and a bowling ball, because he considers these items the least useful. He shuffles the 5 cards face down and then lays them face up so that everyone can see what is depicted. After a short discussion the others settle on the matches and the spring (to scrape off the dirt). The task is not solved, because of the two items only one was guessed. One answer token must be put back into the box. Everyone agrees that Andriy should choose the items for the next attempt.
End of the Game
There are two ways the game can end.
Three Incorrect Answers
If there are no answer tokens left on the game board (the players made 3 failed attempts to guess the intended items), you have lost the game. But don't worry, you can try again!
Fifth Task Solved
If your adventurer figure has reached the top step of the rope ladder, you have successfully completed your adventure. Congratulations! Now you can read the epilogue of the adventure and congratulate each other on the victory. You are a talented group and have upheld the honour of the Adventure Club. Ready to set off on the next adventure?
Tips
- Try to find original, but more or less justified, items for solving the task.
- There are no pre-prepared solutions in this game. It is up to you alone to come up with a solution using the item cards in your hand, which the others must then guess.
- When choosing the two cards that are to be guessed, always think about how the items combine with each other and what exactly the players will consider the right answer. For example, salami and a fishing rod can be a great way to distract a shark. Likewise, a pillow and a book can create a cosy atmosphere.
Adjusting the Difficulty
Are the adventures too easy for you? You can adjust the difficulty level by changing the rules slightly:
- The player whose turn it is to choose two items chooses them as usual and writes their names on the notepad tablet. Then the player takes from the draw pile 3 item cards that are the least useful for solving the task, instead of choosing them from their own hand. All 5 cards are shuffled and placed face down as described.
- Everyone starts with 9 cards in hand. Each time you lose an answer token, you must also discard a card from your hand. Example: if you lose two tokens, you will have only 7 cards left in hand.