Geisteruhr
Geisteruhr Rulebook
Table of Contents
Table of Contents
Aim of the game
Left, right, forwards, backwards and suddenly the bell chimes: At the witching hour the hands on the old clock tower don't tick quite as they ought! No one knows what's going to happen next.
Who is going to be the one to put the most ghosts on the clock face without being swept away by the crazy hand? You only find out who has won the round once the clock has stopped and the bell has chimed: the player with the most ghosts on the clock face. The winner is the first person to win three rounds.
Components
- 1 Bewitching Clock with a special hand and storage compartment
- 1 cardboard sheet with 12 individual ghost spaces
- 28 ghosts in 4 colours
- 1 rulebook
You will also need 3 1.5 AA/LR6 batteries (not included).
Before playing for the first time
Remove the Bewitching Clock from the box. Open the storage compartment on the side and remove the hand. Secure the hand to the middle of the Bewitching Clock by carefully pressing it into place.
The battery compartment is on the underside of the Bewitching Clock. You will need three 1.5 AA/LR6 batteries. The batteries should be inserted by an adult!
Please turn to page 4 for further information on changing the batteries.
Break the individual pieces out of the cardboard sheet and place them in the box as shown on the illustration. The inner circle is no longer needed.
Preparation
Secure the hand to the Bewitching Clock by pressing it onto the centre of the clock (if you have not already done so). Now switch the Bewitching Clock on. The switch is located on the underside of the clock. Then place it in the box.
Position yourselves around the playing area so that everyone is within easy reach of the Bewitching Clock and each player is sitting next to one of the corners with the ghost spaces.
Each player picks a colour and takes seven ghosts of this colour to put in his or her ghost store. Now you're ready to play!
How to play
The youngest player starts the first round by pressing the button in the middle of the Bewitching Clock. The hand starts to move immediately.
Everyone plays at the same time! While the clock hand is moving, each player attempts to place their ghosts on the clock, one after the other, and in such a way that the ghosts stay on the clock and are not swept off by the clock hand. Of course, you can place your ghosts in such a way that there's a chance that the clock hand might sweep an opponent's ghost off the clock face.
Ghost Code of Conduct:
Anyone placing one of their ghosts on the clock has to adhere to the Ghost Code of Conduct:
- You can put as many of your ghosts on the clock as you like. You can only put one ghost after another on the clock, not several at once.
- As soon as your ghost touches the clock you have to let it go (and you may not move it again).
- Ghosts are not allowed to be placed on top of other ghosts.
- Ghosts are not allowed to be placed on top of the hand.
- Ghosts may only be laid down; they may not be stood in an upright position.
- Ghosts that fall off the clock have to be left where they fall and may not be picked up again during that round! So if you've placed all your ghosts on the clock, you have to wait until the round has finished.
Tip: We recommend that you keep your ghosts in one hand and always use the other hand to position the next one. This makes it easy to stick to the Ghost Code of Conduct!
In summary: Start the round, put the ghosts onto the clock face one after the other, don't be swept away by the hand!
End of a round
When the clock stops and the chimes sound the round has finished. No more ghosts may be placed on the clock face. Anyone who lays a ghost on the clock either as the bell is chiming or after it's finished has to take it away again. Ghosts placed in an upright position or any lying on the hand or on top of another ghost must be removed from the clock.
Then each player counts how many of his own ghosts are left lying on the clock face. Ghosts that are no longer on the clock face or haven't been placed on it don't count!
The player with the most ghosts on the clock wins the round. If there is a draw, the player with the most ghosts not yet used wins the round. If two or more players have the same number of ghosts not yet used, they all win the round.
The winner places one of their own ghosts onto one of the ghost spaces in their own corner. The ghost celebrates his victory in that round by staying there until the end of the game.
If there are no more ghosts on the clock at the end of a round then there is no winner in that round and there is no need to place a ghost onto one of the ghost spaces.
Preparation for the next round
The players take their own ghosts that are still on the clock or that have been swept off the clock face and put them back into their store. Only the ghosts on the ghost spaces are left where they are. This means that players who have already won one or two rounds continue play with fewer ghosts than the other players.
And, off you go again! The player or one of the players who won the last round presses the button in the centre of the ghost clock.
End of the game
The game ends as soon as one player has managed to place his third ghost on a ghost space. That player wins the whole game! If several players get their third ghost in at the same time, they are joint winners.
After the game
Switch the Bewitching Clock off on the back. We recommend removing the hand of the clock and placing it in the storage compartment to keep it safe.
Battery safety notes
The printed English section carries this battery and disposal notice beside the After-the-game text; the heading is added by the transcriber. Text reproduced as printed, with the German-style decimal "1,5 V" left as printed.
WARNING! Only use the batteries specified (3 x 1,5 V LR6)! Put positive and negative pole in the right place! Do not throw away used batteries in the household garbage, but only give them to the collection station or dispose of them at a special garbage depot. Remove empty batteries from the toy. Non-rechargeable batteries must not be recharged. Before charging remove rechargeable batteries from the toy. Rechargeable batteries must be charged under adult supervision only. Do not use different types of batteries and do not mix new and used batteries. Do not short-circuit connecter clips. Do not mix old and new batteries. Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium) batteries. The meaning of the symbol on the product, packaging or instructions. Electrical appliances are valuable products and should not be thrown in the dustbin when they reach the end of their serviceable life! Help us to protect the environment and respect our resources by handing this appliance over at the relevant recycling points. Questions related to this matter should be directed to the organisation responsible for waste disposal or your specialist retailer.