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In Teufels Küche

In Teufels Küche Rulebook

Table of Contents

Table of Contents

  • Game Accessories
  • Game Preparation
  • Movement
  • Infernal Duels
  • Transporting Pots
  • Bringing Pots to the Grill
  • Game End

Game Accessories

  • 1 gameboard of the Devil's Kitchen.
  • 1 furnace with the Greater Devil and an infernal decision mechanism.
  • 3 devils apiece in the four game colors with chef's hats.
  • 4 trays in the four play colors to hold the secret menu cards.
  • 4 menu cards apiece in the four game colors with 1, 3 and 5 food points as well as a milk bottle.
  • 4 pots apiece in the four game colors with identifing marks.
  • 2 Hell dice that show 1-1-2-2-3 and a wing.

Game Preparation

The gameboard is opened and the oven is set into the center. Each player selects one of the four game colors.

Each player gets 3 devils with chef's hats, 1 tray, 4 menus, and 4 pots in his color.

The devils are placed on the same-colored start fields with the arrows. These arrows show both exits. Also, a special rule, which is explained completely at the conclusion of the rules, applies to games with only 2 or 3 players.

The menus of a player are the contents of his pots. They are placed secretly, with the arrow in front, into the tray. Each menu is assigned at will to one of the four pots. This allocation may not be changed during the game. Each player may check what is hidden in his pot by inspecting his own tray.

The pots are now distributed. The start player places a single pot on one of the round cooking stations. In clockwise order each player places a pot on to a round cooking station. All pots must be placed on the board. At the beginning of the game, pots of the same color may not share the same cooking station. However, pots of different colors are allowed to share the same cooking station.

Movement

Roll the dice to determine who goes first. The player with the highest total begins. Play proceeds in clockwise order.

During a turn, the active player rolls the dice and moves his devils with the number of movement points indicated.

Each movement from space to space costs one movement point. The start areas, the round cooking stations and the large corner grills are all considered spaces. In each case the gray stone paths lead to adjacent spaces.

Movement is forbidden through an opponent's start area, through an opponent's corner grill area, and through the red lava spaces. Two devils of the same color may not stand together on a cooking station.

The distribution of movement points is discretionary. (So with 3 movement points you may move one devil 3 spaces, three devils 1 space each, or move one devil 2 spaces and another devil 1 space.)

If two wings are rolled, one devil may fly directly to any round cooking station. However, the devil is not allowed to fly to his corner grill area. Flying devils may carry a pot. If only one wing is rolled, it counts as a zero.

Infernal Duels

Moving a devil into the same space as an opponent's devil immediately causes a duel. Passing through an opponent's devil is not permitted. However, a devil may continue moving along a path if he is successful in a duel. The devil who moves into a space with an opposing devil is the challenger. The victor shall be he who summons the Greater Devil.

The Course of the Duel: The challenger turns the oven towards his opponent and presses once upon the red button. If nothing happens, now the attacked turns the oven and presses twice upon the red button. If nothing happens again, the challenger presses three times, etc. Each time the active player presses the button one more time than the previous effort. As the number of efforts increase so does the tension, up to the boiling point… all the way to the diabolical laughter of the successful player!

When the Greater Devil jumps out of the oven the Duel is over. Whoever released the devil wins the duel.

If the challenger wins, he gets one additional movement point, which can only be used to move the successful devil. If the challenger still has movement points remaining, he can use these now with any of his devils. So further duels are possible.

If the attacked devil wins, he remains on his cooking station, and the next player's turn begins.

The loser of the duel removes the chef's hat from his defeated devil and sets his devil back upon his start space. The defeated devil drops any pot he was carrying at the cooking station before departing. If this devil does not have a chef's hat to lose, he is removed from the game (unless he is the player's last devil). Any remaining movement points are lost.

The loss of a chef's hat after a defeat is a heavy blow: the bump on his head shows! With each further duel that devil risks his very existence. If he wins, he remains in the game. If he loses, he is removed from the game. Only the last devil of a player is not banished after losing a duel in Hell. The last devil of a player is not banished from the game (except for serving milk).

Before a duel begins, the devil being attacked may refuse to accept the challenge. In this case, the attacked devil must agree to return to his start space, before his departure the retiring devil must drop any cookpot he was holding. Nothing happens to the attacked devil, or his cap. The challenger does not get an additional movement point in this case.

Transporting Pots

If a player moves one of his devils to a cooking station with a pot upon it, he may claim the pot by placing it upon his devil's outstretched hand. This may happen at any point of the movement (beginning, middle or end).

Changing pots is likewise permitted. (You can drop a pot at a cooking station and take a different pot from there to the next station and swap yet again. Etc.)

Bringing Pots to the Grill

Along with your three pots worth 9 points, you will need to bring an opponent's pot to your grill. This is the key to success, since your own 9 food points are not sufficient for the victory. The composition of these 10 points is completely arbitrary. (For example, two 3 pt. menus and a 5 pt. menu; or just two 5 pt. menus) But be careful! It might be that a cunning opponent has fooled you into taking his pot of milk to your grill!

Each grill area field has four accesses. These may only be used by the same-colored devils, and then only if they want to drop off a pot there.

A pot delivered to the grill has its contents revealed. The pertinent menu is pulled from the tray and put openly on the grill. There it, along with the pot, remains visible for everyone.

A milk bottle is an absolute catastrophe! The relevant devil will be banished immediately out of Hell, and taken out of the game; even if it is the player's last devil. If a player brings a second milk bottle to the grill, he eliminates that devil as well (in each case)!

After dropping off a pot with food points the relevant devil is immediately reset to his start space. Remaining movement points can be now used.

Game End

The game ends, as soon as one player delivers at least 10 foods points to his grill. He is the winner!

2-player Game: Players should play on opposite corners. Either select yellow and blue; or violet and green.

3-player Game: 2 devils of the unused color are placed directly on both cook stations before the same-colored start area. If a player moves on to one of these cooking stations, he must duel. The role of the attacked devil is taken by any fellow player. If the unused colored is defeated - contrary to the normal rule – he is taken immediately out of the game.