Gierki Małżeńskie: Znamy się
Gierki Małżeńskie: Znamy się Rulebook
Table of Contents
Table of Contents
Components
- Instructions
- Two-sided board (version for 1 couple and version for 2–4 couples)
- 8 pawns
- 55 Znamy się cards
- 55 Psychotest cards
- 55 Skojarzenia cards
- 55 Co wybierasz? cards
- Hourglass (30 seconds)
- Spinner board with bottle (tabliczka z butelką)
- Clip
- 2 drawing boards
- 2 dry-erase markers
- Cloth (ściereczka)
- 60 Kupidyn tokens (Cupid tokens)
- 48 wish lists (listy z zachciankami)
Variant I – Game for 2–4 Couples
Setup
- Lay the board out on a hard surface.
- Place the cards in stacks next to the board.
- Attach the spinner board to the bottle using the clip.
- Players form couples. Each couple chooses pawns in one colour and places them on the START fields. Female pawns are pink; male pawns are blue.
- Place the drawing boards, the markers and the hourglass (30 seconds) in a visible place.
Goal of the Game
The goal of the game is for the pawns of a couple to meet as quickly as possible on the central field of the board.
How the Game Plays
Players from the same couple may not sit next to each other.
The game is started by the woman of the couple with the shortest time together. First, she spins the bottle to draw a contest. Then she takes the card assigned to that contest and, together with her partner, carries out the task on the card.
If the couple performs the task correctly, the woman moves her pawn one space forward as a reward. If the task is not performed correctly, the pawn stays on the space it occupied when the bottle was spun.
After the first player has completed the task, the next player sitting to the left takes their turn.
Contests
Know Each Other (Znamy się) – The player draws a Znamy się card. They spin the bottle again to choose which question on the card to ask. The colour the bottle lands on indicates the question to read. The question is read aloud by the woman ("Question for her") or by the man ("Question for him"). After the question is read, both partners write their answers on their boards within the time measured by the hourglass. If both players' answers match within the timed period, the contest is counted.
Psychotest – The player draws a Psychotest card and reads its content aloud to their partner. Then both partners write their answers on their boards within the time measured by the hourglass. If both players' answers match within the timed period, the contest is counted.
What Do You Choose? (Co wybierasz?) – The player draws a Co wybierasz? card and reads the question on it aloud to their partner ("Question for her" is read by the woman, "Question for him" by the man). Then both partners write their answers on their boards within the time measured by the hourglass. If both players' answers match within the timed period, the contest is counted.
Associations (Skojarzenia) – The player draws a Skojarzenia card and places it face up in plain view. In this contest the partners write on their boards up to 6 associations each, related to the picture on the card. Remember that the associations are not elements that appear in the picture. The contest is counted if the couple manages to write at least 2 identical associations within the time measured by the hourglass.
Counted contest – The player who drew the card moves their pawn one space forward.
Uncounted contest – All pawns stay on their current spaces.
Ending the Game
The couple whose pawns first reach the central field of the board wins the game. However, remember to give all players in the turn the chance to finish their moves.
The player who reaches the central field still takes part in contests together with their partner. From then on, for every jointly counted task, the partner moves their pawn one space forward.
Variant II – Game for 1 Couple
Setup
- Lay the board out on a hard surface.
- Place the cards in stacks on the board.
- Each player receives a drawing board and a marker, then chooses the pawn they will move in the game.
- In this variant the hourglass (30 seconds) is also needed, and the rewards in contests are Kupidyn tokens.
How the Game Plays
The cards work the same way as in Variant I. Players always move one space forward and carry out the tasks assigned to the spaces (the colour of the space is the colour of the card). The green space means that a contest must be drawn by spinning the bottle.
- For a correct answer in a given contest, the player receives 2 Kupidyn tokens as a reward.
- A player who helped another player obtain 2 Kupidyn tokens receives 1 Kupidyn token as a reward.
Ending the Game
When players reach the last spaces of their paths, before the space with the heart pierced by an arrow, the Kupidyn tokens are counted. The player who has collected the most tokens wins.
Players may formalise their victory using the wish list (lista zachcianek). Each wish has a price expressed in Kupidyn tokens. The player who won the game may choose and tick off as many wishes from the list as they can afford.
Wish List (Lista zachcianek)
The card titled "Lista zachcianek" is a printed list of wishes, each with a price in Kupidyn tokens. The individual wish wording and prices are not legible at the resolution of the available scan, so the list itself is not transcribed here. Refer to the printed list in your copy of the game.