RulesPal
Chat
Rulebook
Kipp, Kipp, Ahoi! thumbnail

Kipp, Kipp, Ahoi!

Kipp, Kipp, Ahoi! Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Preparation
  • Game Overview
  • Playing the Game
    • Placing a Barrel onto the Ship
    • Turning a Sailor
    • Kaboom!
  • Starting a New Round
  • End of the Game
  • Variations
    • For Younger Sailors
    • For Old Sea Dogs

Components

  • 1 wooden ship's deck
  • 1 sea board
  • 12 wooden barrels in 3 different colors and sizes
  • 3 wooden sailors (large screw pegs)
  • 25 winning chips
  • 1 colored die
  • 1 fabric bag

Object of the Game

The object of the game is to stack all twelve barrels without tipping them over and collect the most winning chips.

Preparation

Screw the sailors into the holes on the ship with the matching colored arrows. When you turn the ship and the screws are level with the nuts, they are correctly in place.

Place the sea board in the middle of the table. Now place the ship onto the sea board so that the screws are standing in the holes of the sea board. Arrange the pennants on the sailors' caps to match the arrows beside the holes.

(Illustration: setup.)

Place the barrels randomly in a row beside the ship and have the colored die ready. Each of you receives three winning chips and places them in front of you.

(Illustration: complete setup.)

Game Overview

A game consists of three rounds. In each round, you try to stack all twelve barrels.

The youngest player starts and play continues in a clockwise direction.

Playing the Game

Let's play!

On your turn, you roll the colored die. The die shows you which sailor to turn after you have put a barrel onto the ship.

Placing a Barrel onto the Ship

If your turn is the first one of the round, after you roll, take the first barrel in the line and place it onto the round space in the middle of the ship. (Illustration.) All barrels will be stacked there on top of one another in order of their random line up.

Turning a Sailor

If you rolled red or yellow, turn the sailor with the cap of that color by one complete turn in the direction of the arrow. Keep turning until the cap's pennant has reached the starting position again. (Illustration.) This action tilts the ship.

If you rolled blue, do not place another barrel onto the stack. Just turn the blue sailor as described previously.

If you rolled (SYMBOL), first place the next barrel onto the stack and then turn any sailor of your choice in the direction of the arrow.

Look to see which sailors were turned the most. If you choose a sailor that was not turned very often, you can even out the tilting a bit and stacking becomes easier.

Then it's the next player's turn.

Kaboom!

If the tower comes crashing down during your turn, you must give up one of your winning chips.

If you manage to place the twelfth and last barrel onto the stack without tipping it over, you receive two winning chips while all the other players receive one, since they also helped to build up the stack.

Starting a New Round

Now you can begin a new round. Turn the sailors back to their original starting positions and place the barrels randomly in a row on the table. The player to the left of the previous player goes next.

End of the Game

The game ends after three rounds. The winner is the player who collected the most winning chips after three rounds.

Variations

For Younger Sailors

Are you new on board? Would you like to test the game by trying out an easier version first? Try a round using only nine barrels or twist in the sailors by only half a turn clockwise. In this case, the pennant on the sailor's cap moves from the starting arrow to the arrow on the opposite side. (Illustration.)

For Old Sea Dogs

You've already sailed quite a bit? Try this advanced version:

You can pass your turn, if you're sure you can't add another barrel to the stack without tipping it over; however, you'll need to return one of your winning chips to the pile.

The next player may not pass as well. He's got to try his luck. If he manages to stack another barrel and turn the sailor, he receives that winning chip.

Important: with this variation, two winning chips have to be put back if a player causes the stack to tip over!

The rest of the rules remain the same as described above.