Funfair (2010)
Funfair (2010) Rulebook
Table of Contents
Table of Contents
Overview
A game for 3 to 6 players: attractions for 3-6 players.
Lay the game board in the middle of the table and distribute the complete game material on the board (see also the next page). The general material goes to the ticket booth, the special material to the respective attractions. Each of you receives an admission chip (entry token) in your favourite colour.
Eight attractions are waiting for you at the funfair. At the start of the game, each of you places a counting disc on the space "0" of the raffle-point track (Lospunkteskala) at the bottom edge of the board. At each attraction you can win raffle points (Lospunkte), which you collect and at the end exchange at the lottery booth. Whoever draws the main prize there has won the game!
Before the big finale at the lottery booth you visit four attractions, choosing between the following:
- Hau den Lukas or Fortune Teller
- Horse Race or Claw Machine
- Bumper Cars or Swing Boat
- Roller Coaster or Ghost Train
The youngest player chooses the first attraction by moving your playing pieces from the ticket booth to the chosen attraction. After that, the player with the fewest raffle points always decides on the next attraction and moves the playing pieces on. In case of a tie, roll a die: 1 means left, 2 or 3 means right.
The Attractions and Raffle Points
The individual attractions are explained on the following pages. At each attraction you receive raffle points for your placements.
The winner receives 6 raffle points, each following player always one less than the player before. In case of ties, all players involved receive the raffle points of the best placement. The following players do not move up in the ranking, however.
| Placement | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Raffle points | 6 | 5 | 4 | 3 | 2 | 1 |
Example: Markus and Peter win the horse race together. They both receive 6 raffle points. The next-placed player, Martin, receives 4 points as third.
Game Material
General:
- 1 game board
- 15 coloured dice (5 different colours, 3 each)
- 6 playing pieces
- 12 counting discs
- 6 admission chips
- 1 sand timer (about 30 seconds)
- Box bottom with insert
Claw Machine (Greifer):
- Sheet with joystick picture (in the box lid)
Swing Boat (Schiffschaukel):
- Swing with counting star (on the game board)
Bumper Cars (Autoscooter):
- 54 tiles (one set in each player colour of 8 "Boom" and 1 "TILT")
- 45 playing cards (5 each with the numbers 1-9)
- 60 crystals: 32 white, 17 blue, 10 orange, 1 purple
Ghost Train (Geisterbahn):
- 18 fear cards
- 15 track cards
- 36 guess tiles (6 in each player colour)
Fortune Teller (Wahrsagerin):
- 26 fate cards
- 6 overview cards
- 1 large overview (reverse side: race track)
Horse Race (Pferderennen):
- 1 race track (reverse side: Fortune Teller)
Hau den Lukas:
- 6 stack cards
- 2 Hau-den-Lukas braggart cards
Roller Coaster (Achterbahn):
- 18 track cards
Lottery Booth (Losbude):
- 6 lottery tickets
- 1 cloth bag
Hau-den-Lukas braggart cards
Titles by number of correctly stacked dice:
- 12 Superman (Supermann)
- 11 Overachiever (Überflieger)
- 10 Show-off (Kraftprotz)
- 9 Muscle prince (Muskelprinz)
- 8 Pseudo-Rambo (Pseudorambo)
- 7 Bumper-car pusher-back (Autoscooter-Zurückschieber)
- 6 Women-understander (Frauenversteher)
- 5 Hobby camper (Hobbycamper)
- 4 Warm showerer (Warmduscher)
- 3 Foil griller (Foliengriller)
- 2 Weakling (Schlappschwanz)
- 1 Thumb sucker (Daumenlutscher)
Fate cards (Prophecies / Prophezeiungen)
The 26 possible predictions (each card shows one; the points are printed on it):
- +15 Nobel prize
- +14 Great love
- +13 Perfect summer
- +12 World trip
- +11 Moneybag (Geldsack)
- +10 Hickey (Knutschfleck)
- +9 Small love
- +8 Elvis lives
- +7 Beauty queen
- +6 Mute hairdresser
- +5 Samba school
- +4 Genügend Speicher (as printed)
- +3 Sex and the City
- +2 Green hair
- +1 Free beer
- 0 Nothing (nichts)
- -1 Single socks
- -2 Eine Kloschlange (as printed)
- -3 No toilet paper
- -4 Cabbage soup
- -5 Herpes
- -6 Betrayal / cheating
- -7 Grosser Kater (big hangover / tomcat)
- -8 Dark Lord
- -9 Tramp stamp
- -10 Wooden leg
(Translation of the light-hearted card captions is approximate and the printed layout of the list was ambiguous in places; point values are as printed.)
1st Attraction
Hau den Lukas
At "Hau den Lukas" you can show your friends that you are not a "foil griller" but a "Superman".
Preparation: Lay the 15 dice ready and shuffle the 6 stack cards. In turn, each of you is up once. The smallest player begins!
Procedure: On your turn you take all 15 dice and reveal the top stack card. Turn the sand timer over and build the highest possible dice tower on the table. There are three simple rules to observe (see also the example on the left):
- The colours on the front side of the tower must be arranged from bottom to top as on the card.
- The colour on the top side of a die must match the colour on the underside of the next die.
- When the sand timer has run out, you must stop immediately.
Another player counts from bottom to top all dice that you have stacked correctly at the end. Place your playing piece on the corresponding number directly on the "Hau den Lukas". On the "Hau-den-Lukas braggart cards" you can look up what your fellow players are allowed to call you.
Raffle points: The player with the most correctly stacked dice wins. The others follow according to their number of dice.
The Fortune Teller
Do you dare to enter Madame Déjà-vu's tent? Beware: the lady is unpredictable.
Preparation: Shuffle the fate cards and deal 2 cards to each player. Take your cards in hand without showing them to the others. In turn, each of you becomes the fortune teller. The player with the darkest clothing begins!
Procedure: When it is your turn, you gaze into your crystal ball and choose a card from your hand. Look your left neighbour deeply in the eyes and briefly touch his outstretched, open hand with the face-down card. As you do so, you announce his fate.
You say: "Look me in the eyes. I see ...". You can name the true text on the chosen card or else fib and name another of the 26 possible predictions. The overview cards help you find a nice fate. Your fellow player can now accept his fate by taking the offered card, or refuse and decline the card.
If the fellow player takes the card, he looks at it and checks your prediction. He must tell the truth: "correct" or "better" (the card is worth more points) or "worse" (the card is worth fewer points). Then he places the card face down in front of himself. If your fellow player does not take it, he has missed his chance. You offer the card to the next fellow player, look him in the eyes again, and so on. If nobody takes the card, you get it yourself and place it face down in front of you, without any hint of its true content.
Important: Whoever already has three cards in front of him may not accept any more cards from others.
In turn, each of you becomes the fortune teller until all hand cards have been distributed. It may happen that you end up with different numbers of cards if some of you have taken three cards.
Raffle points: Each player now adds up the plus and minus points on the accepted fate cards. The player with the most points wins. The others follow according to their points.
2nd Attraction
Horse Race
If you are really fast, you can try your luck at the horse race.
Preparation: At most four horses start in the horse race. With more than four players, you form several pairs. Each player or each pair receives three dice and places his playing piece as a horse on a free lane of the race track, which should be easily reachable for everyone. Pairs start on the starting row, individual players on row 2. In addition, before the race start, pairs agree who will roll the dice at the beginning and who will move the horse. You all play the horse race at the same time.
Procedure: With the starting shot things get serious, as you now all roll as fast as you can to bring your horse to the finish. Roll your three dice until they all show the same number of pips (triple). For this you may at any time pick up any dice, re-roll them, or leave them lying. As soon as you have rolled a triple, you move your horse forward by the corresponding number of pips or give your partner the corresponding instruction. As soon as a horse of a pair has crossed the red centre line after the 7, the two players must swap tasks (rolling / moving the horse). The race ends as soon as the first horse has crossed the finish line.
Examples (from the illustration): The horse may move 3 spaces; the horse may move 2 spaces; the horse may move 1 space. The dice colours play no role.
Raffle points: The player(s) of the winning horse win. The others follow according to their placement on the race track.
Claw Machine
Fish for your favourite stuffed animal.
Preparation: Place all 60 crystals in the box bottom. The sign above the claw shows you how valuable the colours of the crystals are: purple = 7, orange = 5, blue = 3, white = 0. You always play in pairs with your left table neighbour, until every player has played once at the joystick and once as the claw arm. The player with the deepest voice begins.
Procedure: You operate the joystick and steer the claw arm of your partner. Sit directly opposite each other. Your partner places the joystick picture with the commands in the box lid and holds it in front of his face as a screen. He must not look directly into the box bottom! In the box lid is the joystick picture with the commands. In addition, he holds his favourite hand over any edge of the box bottom, at a height as high as the horse race track is long. Then he forms a grabbing hook with thumb, index finger and ring finger (!).
Shake the box bottom with the crystals once thoroughly and turn it so that you can easily read the instructions on one side of the box bottom.
Turn the sand timer over and give your partner commands. He moves his claw hand according to the commands. Only "Mib", "Mab", "Mub" and "Mob" for the 4 directions are allowed! When you are satisfied with the position of the claw hand, you give the command "Klick". Your partner now moves his claw hand straight down and grabs for the first crystal he touches. If the sand timer has run out before you have commanded "Klick", all the other players quickly shout "Klick" so that your partner grabs for a crystal. You both mark the point value of the grabbed crystal with your playing pieces on the post next to the claw machine. Each player receives points twice and adds them accordingly on the post.
Raffle points: The player with the most points wins. The others follow according to their points.
3rd Attraction
Bumper Cars
Let it really crash at the bumper cars.
Preparation: At the bumper cars your coolness is in demand! The point is to be bumped as little as possible, but of course with maximum risk. Each of you receives nine bumper-car tiles in your colour. Shuffle all 45 driver cards and deal seven cards to each player. After you have looked at your cards, each of you now forms a bumper-car stack from your tiles. The markings "Boom" and "TILT" must face down, hidden. You may sort the "TILT" into any position in the stack, even at the very bottom or very top. The higher up in the stack the "TILT" lies, the more dangerous the ride is for you, but the more coolness points you can also get. The player with the longest hair begins.
Procedure: Play one of your hand cards face up. Then all fellow players, in clockwise order, add one of their own hand cards. Whoever has played the highest card is bumped. If there are several highest cards, the card laid last counts as the highest. This player must reveal the top bumper car of his stack. For each "5" among the cards just played he reveals one further bumper car. Then you put the played cards aside. The bumped player begins a new round by again playing one of his hand cards face up. As soon as a player reveals his "TILT", the bumper-car ride is over for everyone immediately.
Special case: It may happen that you have all played out your hand cards without a "TILT" having been revealed. Then you shuffle all 45 cards again and deal seven cards to each player again. The player bumped last plays the first card. The bumper-car stacks remain unchanged, however: you may not re-sort them! With these new cards you keep playing until finally someone still has to reveal his "TILT".
Raffle points: All players who did not have to reveal their "TILT" now count the tiles under their "TILT". The player with the most tiles under his "TILT" wins. The other players follow according to their number of tiles. Last is in any case the player who had to reveal his "TILT".
Swing Boat
Many a person has come out of the notorious swing boat with a pale face.
Preparation: Each of you gets ten crystals (the colours play no role). These represent your supply of endurance points. The swing boat has seat rows with printed numbers = fun points. The further out the seat row is, the more fun points it yields. Each seat row has room for only one playing piece. The two outer seat rows with the "5" may be occupied only with 5 or 6 players. The player with the queasiest feeling in the stomach begins.
Procedure: Place your playing piece in an empty seat row. You immediately mark the fun points with your counting disc on the counting star of the swing boat. You begin counting at the green lamp (for clarity you can mark the current leader during the game with a crystal on his counting disc). In turn, your fellow players also place their playing pieces in empty seat rows and mark their fun points on the counting star.
Now you roll as many dice as the number of your seat row shows. Each "1" you roll unfortunately costs you one endurance point, which you must put back into the supply. If you sit in the seat row with the "0", you do not roll and instead recover a little. Take one endurance point back from the supply for this, but only until you again have a maximum of ten endurance points. In turn your fellow players follow in their seat rows, roll, and likewise put back one endurance point into the supply for each "1" rolled. Then your left fellow player becomes the new starting player. You begin a new round by one after another placing your playing piece in a new, empty seat row and adding the fun points on the counting star. In contrast to the first round, your playing pieces remain standing in the old seat rows until it is your turn.
Important: Nobody may leave his playing piece in the old seat row.
As soon as one of you gives up his last endurance point, or at least one player is lapped on the counting star, the game ends after all (remaining) players have rolled in the current round.
Raffle points: The player with the foremost counting stone on the counting star wins. All others follow according to their position on the counting star. In case of a tie, the player involved whose playing piece stands in the seat row with the higher fun number is better. Last in any case are the players who had to give up all their endurance points.
4th Attraction
Roller Coaster
Who dares the speedy roller coaster?
Preparation: Spellbound, you follow the individual movements of the fast cars on the roller coaster and get an idea of what awaits you. You always play in pairs with your left table neighbour, until each of you has been up twice. The sportiest player begins with his left neighbour.
Procedure: Sit directly next to each other and link arms. Shuffle the track stack and place it face down in front of you. Turn the sand timer over and try to memorise the coming route. To do so, reveal the track cards one after another and look in which direction the ride goes. The cards show which movement you both must later perform simultaneously.
There are the following six possibilities:
- left – both lean to the left
- right – both lean to the right
- up – both lean backwards and look at the ceiling
- down – both lean forward, look at the floor and call "WAAAHHHH"
- arms up – both raise the free arm
- eyes shut – both cover your eyes with the free hand
During the 30 seconds you may at any time retrace the revealed cards or start learning from the beginning. The order of the cards may not change, however. When the sand timer has run out, the track stack is brought back into its original, face-down state and a fellow player takes it in hand as controller.
Now your ride begins. First you both rock three times together on your chairs, calling the words "Ratter, ratter, ratter" in rhythm. Then you must together make the movement that matches the first card of the face-down track stack. The controller reveals the top card of the stack and compares it with your movement. The ride continues directly by again rocking three times and calling "Ratter, ratter, ratter". Now you should make the movement for the second card of the face-down track stack, and so on.
You may keep going as long as you both make the same, correct movements and forget no "Ratter, ratter, ratter". As soon as the controller discovers a mistake, your ride ends. You both mark the number of revealed, correctly completed track cards with your playing piece on the rails of the roller coaster. Each player receives points twice and adds them accordingly on the rails.
Raffle points: The player with the most points wins. The others follow according to their points.
Ghost Train
Are you afraid of ghosts? Or of spiders? Then the ghost train is the right thing for you to overcome this fear.
Preparation: In the ghost train it is important that you shriek properly at the right places. Your fellow players should be able to recognise what scares you, so that you get points in the end. Shuffle all 15 track cards of the ghost train and lay the face-down stack ready, clearly visible to all. Shuffle all 18 fear cards (fear triggers) and deal two cards to each player. Make sure that your fellow players do not look at your cards. In addition, each player receives a set of six guess tiles in his colour. Now the ride through the ghost train begins for all of you together.
Procedure: Reveal the top track card. Whoever of you discovers one of his fear triggers shrieks loudly. Now you reveal the next track card and again all who discover their fear triggers shriek. Try to remember which of your fellow players might have which fears.
After you have revealed all track cards, each player takes his guess tiles and distributes them face down to those fellow players of whom he believes they have the corresponding fears. You may give each fellow player at most two guess tiles. When everyone has distributed his guess tiles, you reveal all tiles. Each tile is now evaluated one after another. If the guess is correct, both players involved (the guesser and the guessed player) receive one point. You count these with your playing pieces on the rails of the ghost train.
Raffle points: The player with the most points wins. The others follow according to their points.
Finale
Lottery Booth
Off to the lottery booth! The best gets the most tickets.
Preparation: Each of you now receives a lottery ticket. The player with the fewest collected raffle points gets the ticket with three places, the next better one the ticket with four places, and so on. In case of a tie, draw face down. With 3, 4, 5, 6 players, you now put 1 purple and 11, 17, 24 or 32 white crystals as tickets into the bag. The purple crystal is the main prize, the white ones are blanks.
The player with the most places on his lottery ticket begins.
Procedure: You draw a ticket from the bag. If it is the main prize, you have won immediately. A blank you place on your lottery ticket. After you, the player with the second most places on his lottery ticket is up, and so on. If nobody has drawn the big prize, you begin a new round with the player with the most places on his lottery ticket. All players with a full lottery ticket no longer draw.