Don't Point the Finger
Don't Point the Finger Rulebook
Table of Contents
Table of Contents
Contents
- 1 electronic Ghost Hand, 92 Action Cards (Truth, Dare or Penalty), 8 Joker Cards (Double Risk)
Objective
The first player to collect 6 Action Cards wins.
Setup
- Place the Ghost Hand in the middle of the table and spread out around the table as evenly as possible.
- Shuffle the Action Cards face down and place them as the Action Deck, within easy reach of everyone.
- Each player receives one Joker Card, which they can use once during the game. Unused Joker Cards are removed from the game.
- The youngest player switches on the Ghost Hand at the start of the game.
Ghost Hand Preparation
The Ghost Hand requires 3 AA batteries (not included).
- Using a screwdriver, open the battery cover on the top of the Ghost Hand.
- Insert the 3 AA batteries (not included). Observe the correct polarity (+ and -).
- Close the battery cover and screw it back on.
Place the Ghost Hand on a smooth surface, ideally a large table (approx. 1 x 1 m). Make sure all fingertips rest on the surface (starting position).
Set the switch (B) on the top of the Ghost Hand to "ON" to switch it on. Then press the button (C) to set the Ghost Hand in motion. Before returning the Ghost Hand to the starting position, wait until it has come to a complete stop. Do not touch the Ghost Hand while it is still moving.
Do not lift the Ghost Hand by its fingers; always lift it only by its top. After the game, remember to set the switch (B) back to "OFF".
Remove the batteries from the Ghost Hand if you will not be playing Wie von Geisterhand for a longer period. Replace the batteries as soon as the Ghost Hand no longer works properly.
Game Flow
- The Ghost Hand turns in a circle until, by chance, its finger points at a player. That player is the active player.
Note: Make sure you sit evenly and not too far apart. Otherwise gaps form and the Ghost Hand cannot clearly point at one player. If it does happen that the Ghost Hand points into a gap, the player who sits closest to the finger is the one whose turn it is.
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The player to the left of the active player takes the top card from the Action Deck and reads aloud what it says under Truth and Dare.
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The active player chooses between the tasks Truth and Dare.
- If they complete the task, they receive the Action Card.
- If they fail the task or refuse to perform it, they do not receive an Action Card. Instead they must carry out the Penalty printed at the bottom of the Action Card.
- If they also fail the Penalty or refuse to carry it out, they must give up one of their already collected Action Cards. If they have no Action Card, nothing happens.
Note: The other players decide whether a task was completed or not.
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Then activate the Ghost Hand again to start a new round.
Joker Cards
The active player may use their Joker Card once during the game. If they do, they do not have to perform a task! However, they then do not receive an Action Card. They also do not have to give up an Action Card.
Note: The player first listens to the tasks Truth and Dare. Only then do they decide whether to use their Joker Card.
The active player then designates another player, who must now perform one of the two tasks.
If this player completes the task, they receive 2 Action Cards as a reward!
If this player fails the task or refuses, they must carry out the Penalty as described above.
End of the Game
The first player to collect 6 Action Cards wins!