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Kalimambo

Kalimambo Rulebook

Table of Contents

Table of Contents

  • Materials
  • Set-up
  • Object of the Game
  • Course of the Game
  • Oooops! A Heap of Elephant Dung
  • The Rhino Runs
  • Ending and Winning the Game

Materials

  • 1 gameboard
  • 6 dung heaps
  • 1 score pad
  • 7 amateur explorers
  • 1 rhino (Mambo)
  • 1 black figure (Kali)
  • 8 card sets (12 cards each in values 0-11)

Set-up

  • Each player takes one amateur explorer and a card set in the same color.
  • The black card set that belongs to Kali is shuffled and put next to the gameboard face down.
  • The player who was the last to have stepped into a dung heap places Mambo the rhino in the running direction on any space of the gameboard. All playing figures will run in this direction.
  • Put the amateur explorers in any order on the spaces in front of the rhino so that there is no gap. Kali is put in the front position and will lead the group.
  • Distribute the dung heaps among the unoccupied spaces, leaving some distance between them.
  • Write the players' names in the left column of the pad.

Now the fun begins!

Object of the Game

You play 12 rounds. In each round, you choose one card and move your explorer. If you are rammed by Mambo the rhino or you run into a dung heap, you get minus points. The player with the fewest minus points in the end wins.

Course of the Game

At the beginning of each round, each player selects one of his own cards and puts it on the table face down in front of him. Then the players flip over their cards simultaneously. In addition, any player reveals the top card of Kali's pile.

Then the players move the explorers, Kali and the rhino as follows:

  • The number on the played card has no relation to the moving range. It indicates the order in which the figures are moved: The player who has played the highest number in this round is the first to move his explorer. The player who has played the second highest number is the second player to move, and so on. Kali is moved in the same way, i.e., he is treated like a player at the table.
  • Figures are always moved onto the first unoccupied space at the front of the group. Gaps and spaces with elephant dung within the group are skipped.
  • If the explorer you want to move is already standing in the first position of the group, he remains where he is.
  • If several players have played the same number, they move only that explorer who is standing furthest behind. The other explorers (with the same number) remain where they are in this round.
  • If you play the number "zero," you leave your explorer where he is in this round.

Oooops! A Heap of Elephant Dung

  • If you let your explorer run into a heap of elephant dung (because his turn ends on a space with a heap), you get 3 minus points. The heap remains where it is.

Minus points are noted down on the pad as tally marks after the respective player's name.

  • If Kali runs into a heap, it is not Kali who gets 3 minus points but the player who has played the lowest number in this round. If several players have done so, each of them gets the minus points.

The Rhino Runs

  • Every time an explorer or Kali leaves the space that is directly in front of the rhino, the rhino starts running. He runs until he is standing again directly after the last participant of the group. Mambo gives this last participant a push which gives the owner of that explorer as many minus points as the number of spaces the rhino has run.
  • If Mambo rams Kali, it is not Kali who gets the minus points but the player who has played the lowest number in this round. If several players have done so, each of them gets the minus points.

After each card has been evaluated, the next round begins. Each player plays another card. Then the explorers are moved further from their reached positions.

Ending and Winning the Game

When the last card is played out, the final round is played. After that, the game ends. The player with the fewest minus points wins.