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Jumpkins

Jumpkins Rulebook

Table of Contents

Table of Contents

  • Contents
  • Aim of the Game
  • Game Setup
  • How to Play
  • How to Use the Jumping Devices
  • How to Build Towers
  • How to Calculate Your Points for a Tower
  • What to Do When It's Your Turn
  • Special Scenarios
  • End of the Game
  • Other Playing Scenes
  • Funfair Scene
    • Bonus Points
    • Minus Points
  • Bathing Scene
    • Bonus Points
    • Minus Points

Contents

  • 62 point chips (worth 1, 5 and 10 points)
  • 5 neutral jokers
  • 1 double-sided insert for the inner game box
  • 1 moss sponge
  • 1 anthill
  • 1 leaf launch pad
  • 2 spacers (for the moss sponge and tree stump)
  • 1 tree stump
  • 32 device markers (8 per player color)
  • 4 jokers (1 per player color)
  • 20 Jumpkins dice

Aim of the Game

Use the different jumping devices during the game to jump the dice into the inner box. Stack up the dice showing the same Jumpkins insect there in towers. Ideally, you should position these dice towers in the areas where you will score the most points possible. The game continues until each of you has had nine turns. Whoever has the most points wins the jumping and stacking competition.

Game Setup

  • The game is played in the box base. Place it in the middle of the table. Ideally, you should sit around the four sides of the table so that each of you has one side of the box facing you.
  • You won't need the additional box insert in the first few games. You can use it in later games to take the Jumpkins to different places. Put it aside for now.
  • Each of you should take the eight device markers and joker in your chosen color. Place these face-up in front of you. Lay the five neutral jokers out on the table.
  • Place the leaf ramp, tree stump, and moss sponge jumping devices next to the box together with the spacers.
  • Place the anthill anywhere in the box.
  • Lay the Jumpkins dice and point chips ready on the table.
  • Whoever can jump the highest is the starting player. They begin by rolling seven of the dice in the box. Then they stack the dice showing the same insect on top of each other to create a tower. They can decide which of the dice to stack on top of which other dice of the same type and thus influence the position of the towers (also see "How to build towers" below).

How to Play

Attempt during your turn to use your chosen jumping device to transport the Jumpkins dice to the island (the inner box) and use it to build a tower with other dice. If you succeed, you can earn yourself points with this tower. First, we will explain how to:

  • use the jumping devices,
  • build towers, and
  • calculate your points for towers.

We will then describe exactly how to play your turn and the possible outcome when you attempt to jump Jumpkins dice onto the island.

How to Use the Jumping Devices

Place the devices as shown along the side of the box where the player whose turn it is sits.

  • Leaf ramp: Lean the leaf ramp against the box at any point along the edge. Place the die so that it touches the ramp slightly and use your fingers to flick it up the ramp into the box.
  • Tree stump: Place the appropriate spacer at any point along the edge of the box and position the tree stump in the designated recess. Then place the die on the tree stump and use your fingers to flick it into the box.
  • Moss sponge: Place the appropriate spacer at any point along the edge of the box and place the moss sponge in the designated recess. Throw the die onto the sponge so that it bounces into the box.
  • Anthill: Drop the die onto the anthill from above so that it bounces off it. You must drop the die from at least one hand's width above the box. Note: If the anthill moves during your jumps, simply leave it in its new position.

How to Build Towers

If the Jumpkins die you just jumped into the box shows a Jumpkins insect that is also visible on another die, you must use this die to build a tower. Take one of the two dice and stack it on top of the other to create a tower. If there is already a tower with the same insect, take either the single die or the entire tower. Only touch the lowest die of the tower though and stack them on top of each other.

Up to six towers can be built in this way over the course of the game.

Note: If the Jumpkins die you just jumped into the box shows a Jumpkins insect that cannot be seen on any of the other dice, leave it where it has fallen.

How to Calculate Your Points for a Tower

A tower consists of at least two Jumpkins dice. You must add up the points for the tower you have built. You earn as many points as the tower has dice. (Points cannot be earned for a single die though.)

Several areas on the island earn you additional bonus points. If the tower you have built is in a bonus area or touches it, you will also receive as many points as specified in that area.

Example: The tower consists of 4 dice and is positioned in the bonus area marked with a 3. You receive 4 + 3 = 7 points (4 points for your dice tower and 3 bonus points).

Take point chips according to your score and place them in front of you. Leave the tower you earned points for unchanged in the box.

Note: To earn bonus points for a tower, it is enough if the tower touches the corresponding bonus area only slightly. If the tower touches two bonus areas at the same time, you can use the higher bonus for your scoring.

Now you know how to use the jumping devices, build towers, and calculate your points for building towers. The jumping competition can now begin!

What to Do When It's Your Turn

The starting player begins; play then continues in a clockwise direction.

When it's your turn, take a Jumpkins die from the stockpile and select one of your device markers and turn it over. Then take the appropriate jumping device or use the anthill in the box. If you decide to use your joker, turn it over and take your chosen jumping device or use the anthill.

Now try to jump the die onto the island using your chosen jumping device.

The following may occur when you jump the Jumpkins die:

  1. The die lands outside the box or on the anthill. In this case, you can use this die for a second attempt. If the die lands outside the box again or on the anthill again, your turn is over and it's the next player's turn. If your die lands on the anthill, return it to the dice stockpile. If your die lands inside the box on your second attempt, check points 2 to 4 to see what happens next.

  2. The die lands in the ditch. The ditch is the space between the game box and the inner box. If your die lands here, your turn is over and it's the next player's turn. Leave the die in the ditch. However, if your die lands in the ditch and your turn therefore ends without success, you can exchange one of your unused device markers for a neutral joker from the general stockpile. Place this face-up in front of you. (Your device marker is then removed from the game.) After you use this joker, return it to the stockpile. If there is no joker available in the stockpile when your die lands in the ditch, you unfortunately cannot exchange it.

  3. The die lands on the island, but knocks down one or more towers. If your die lands on the island but knocks down one or more dice towers, remove all of the single dice from the island and return them to the stockpile. Only leave the remaining dice towers. Your turn is now over and it's the next player's turn.

  4. The die lands on the island and no tower is destroyed. Bravo, that's how to do it! You'll see that with a little practice, it's not so difficult. Now check whether you have rolled a Jumpkins insect that is already visible on another die or existing dice tower in the box:

    • No identical Jumpkins insect: In this case, leave the die where it fell. You can decide whether you wish to attempt to move a second die into the box using the same device. The four events described can also occur for this second die. With this second die, if you do not roll an insect that can be seen on another die or existing dice tower, your turn is over and it's the next player's turn. Note: In some cases, it can make sense to refrain from a second attempt for tactical reasons. For example, if only a few insects are visible in total and you don't stand much chance of being able to build a tower yourself.

Your turn ends after your attempt using the second die. Once you have calculated your points for the tower or unfortunately had to end your turn without earning any points, it's the next player's turn.

Special Scenarios

If it's your turn and there aren't any dice available because they've all been built into towers or are in the ditch, do the following: remove the highest tower from the box and make these dice the new stockpile. If several towers are the same height, just select one of them.

If there is only one die or even no dice (towers) in the box at the start of your turn, you can decide whether you still want to try your luck (if there is at least one tower) or want to first remove all of the dice from the box. Then drop seven dice into the box like at the start of the game, stack up the dice displaying the same Jumpkins, and only then play your turn.

End of the Game

The game ends when you've used all of your device markers and/or jokers, and each of you has had nine turns.

Now count the point chips you've earned during the game. The player with the most points wins. If there's a tie, you share the victory.

Early end to the game: The game ends sooner when too many dice have landed in the ditch. If there are only ten or less dice left in the game (in the inner box + stockpile) at the end of a round (after all of the players have had the same number of turns), you have landed too many Jumpkins in the ditch. The player with the most points at this time wins.

Other Playing Scenes

Once you are familiar with the Jumpkins and have acrobatically jumped them to the island, why not accompany them to the funfair or on a bathing trip to the river? Use the corresponding side of the playing board insert.

Funfair Scene

A funfair is being held in the large clearing. The Jumpkins naturally mustn't miss this merry annual event!

Place the board insert in the inner box with the "funfair scene" facing up. Place the anthill in the middle of the box. This becomes a wheel of fortune at the funfair.

The game is identical to the game with the island otherwise. The only difference is the bonus points you can earn in addition to the towers. There are also areas you don't want to land in because they earn you minus points.

The individual areas are explained below. Similar to in the basic game, to earn points for a tower, it is enough if the dice only touches on the corresponding bonus area very slightly. This also applies to the negative point areas, though only the die currently brought into play is considered here. If a tower touches on two bonus areas, you can choose the better bonus area, as usual. Be aware, however, that the negative areas must always be considered first when your die lands there.

Bonus Points

  • Merry-go-rounds: Receive 1 or 2 bonus points (as indicated on the merry-go-round).

  • Centipede trail: Receive 5 bonus points.

  • Candy stalls: There are a total of four candy stalls. If you build a tower on one of these, you receive as many bonus points as there are dice (single or in towers) on all of the other candy stalls together.

    Example: The die Kurt jumps into the box shows Betty the bug. There's already a tower comprising two bugs on one of the candy stalls. Kurt adds his die to the top of the tower. There are also towers on two of the other candy stalls with a total of five dice. So, Kurt earns 3 + 5 = 8 points (3 points for his tower and 5 bonus points).

  • Wheel of fortune: If you successfully use the wheel of fortune device (anthill) (i.e., can build a tower), you earn points according to the tower height as usual. You may roll additional bonus points (NB: ignore the points for the bonus area where your tower is standing in this case). To do this, take a die from the stockpile and roll it. Each Jumpkins insect is assigned a number that you can see on the moss sponge spacer.

    1 – Arnold, the ant; 2 – Betty, the bug; 3 – Mitu, the roach; 4 – Dirty Larry, the dung beetle; 5 – Hoppi jr., the flea; 6 – Forrest Jump, the grasshopper.

    The outcome is your bonus, which is added to the points for the tower.

    Example: Thekla uses the wheel of fortune during her turn and is able to build a tower that is four dice high. She then takes another die from the stockpile and rolls Forrest Jump the grasshopper. This means she earns 6 bonus points. So, in total 4 + 6 = 10 points. The fact that the tower is on the centipede trail is irrelevant in this case.

    If there aren't any dice left in the stockpile to roll, you do not receive any bonus points.

    Note: If the wheel of fortune moves during the course of the game, push it back into the middle of the box.

Minus Points

If the die you have just jumped into the box lands entirely or partly (even only slightly) in any of the negative areas (green outer area or puddles of spilled drink), you must surrender 1 or 2 of the points you have already earned. Return these to the stockpile. If you have no points to give up, nothing happens.

Afterwards, you can still build a tower (where possible) and earn points for this. This tower can also be in a minus area. In this case, you only receive points according to the number of dice in this tower.

Note: If your die touches both a negative area (green outer area, puddle of spilled drink) and a bonus area, you must first surrender 1 or 2 points. Then you can use the die to build a tower in the bonus area (or elsewhere if possible).

Example: Kurt's die lands so that it touches a puddle of spilled drink and a merry-go-round. Kurt must first give up 2 points for the puddle. But since his die shows Dirty Larry the dung beetle and there is another die with the dung beetle in the corner, he can take this out of the corner and stack it on top of his die to create a tower of two dice. That makes 2 points. Since this tower also touches the merry-go-round, Kurt earns a further 2 bonus points.

Bathing Scene

Now that the Jumpkins have been in the woods and at the funfair, they are pretty dirty and tired. A bathe in the clear river or a hot whirlpool, along with a relaxing nap on a comfortable leaf would be just the thing now.

Place the insert in the inner box with the "bathing scene" facing up. Place the anthill upside-down in the middle of the box. This becomes a whirlpool and is not a jumping device anymore. Your two device markers for the anthill become jokers for the remaining three jumping devices. If you turn one of these markers over during your turn, you can choose one of the other three jumping devices.

Important: You should all play the "bathing scene" from the same side of the box. Arrange the box so that the towels are lined up at the front (closest to you) and the river and scrubland are at the back (furthest away from you). All of the jumping devices are used from the side where the towels are. Ideally, don't sit around the table. Instead place the game on the table so that you can stand in front of it when it's your turn.

The game is identical to the game with the island otherwise. However, there are differences in the bonus points you can earn. There is also an area that will earn you minus points.

Bonus Points

  • River: Receive 1 bonus point.

  • Towel: Receive 2, 3, or 4 bonus points (as indicated on the towel).

  • Whirlpool: If your die lands in the whirlpool and remains there, you receive 10 bonus points. Return the die to the stockpile afterwards.

    Note: If the whirlpool moves during the course of the game, push it back into the middle of the box.

Minus Points

If the die you have just jumped into the box lands entirely or partly (even only slightly) in the scrubland, you must surrender 1 of the points you have already earned. Return it to the stockpile. If you have no points to give up, nothing happens.

Afterwards, you can still build a tower (where possible) and earn points for this. This tower can also be in the scrubland. In this case, you only receive points according to the number of dice in this tower.

Note: If your die touches both the scrubland and the river, you must first surrender 1 point. Then you can use the die to build a tower in the river area (or elsewhere if possible) because it touches this.

  • Same Jumpkins insect available: In this case, you must use the die to build a tower (see "How to build towers"). Then you can (if you want) earn points for the tower (see "How to calculate your points for a tower"). You can also refrain from earning points for the tower if you are not satisfied with the points you would receive for it. In this case, you can attempt to jump a second die into the box using the same device. The four events described can also occur for this second die. Note that only this second die is valid for you. You cannot earn points later on for the tower made using your first die!