Schnappt Hubi Mitbringspiel
Schnappt Hubi Mitbringspiel Rulebook
Table of Contents
Table of Contents
Contents
- 1 Haunted House, consisting of 4 parts
- 12 Curtains
- 4 game figures (2 mice and 2 rabbits)
- 10 food chips
- 1 magic compass with clock
Goal of the game
Your goal as a team is to catch Hubi before midnight. To do this, two figures must be in a room with Hubi at the same time. The game consists of two parts; first you explore the haunted house and look for the magic door. As soon as you open it, Hubi wakes up and you try to catch him!
Game assembly
- Carefully push all parts out of the punch boards.
- Assemble the magic compass. The drawing (A) on the punch board shows how to do it. Make sure that you put the short pin (a) in the clock and the long pin (b) in the compass so that the arrow can spin easily.
- Put the haunted house together as you like from the four parts. There are 9 rooms. You can find the drawing (B) on the other side of the punch board.
- Carefully fold the curtains along the scored lines.
Setup for play
- Place the assembled haunted house in the middle of the table. Make sure the magic door is in place.
- Hang curtains over the 12 walls, which should fit as lightly as possible.
- Lift the haunted house and turn it back and forth so you no longer know where the magic door is.
- Each player chooses a character piece and places it in a different corner room of the haunted house. Important: You need at least one rabbit and one mouse playing!
- Shuffle the food chips, carrot and cheese side up, then set one aside (it is not used in this play). With 3 players, if there are more rabbits playing, discard a cheese chip. If there are more mice playing, discard a carrot chip.
- Place a food chip in each of the 9 rooms without looking underneath it.
- Set the clock dial to 12.
1. The Game begins
The youngest player starts, then players take turns clockwise. You are welcome to advise each other on your moves. When it is your turn, spin the arrow of the magic compass, then carry out an action depending on which field it points to.
- Clock Field: When the arrowhead points to a clock field, set the clock one hour forward.
- Hubi Field: Before the magic door is opened, ignore this symbol. In the second part of the game, Hubi moves as described in part 2.
- Dice Points: You receive a number of actions equal to the number of die points showing in the field. You do not have to use all of your actions.
Actions
- Raise the curtain: In the room your piece is standing in, remove a curtain and set it aside. What is behind it?
- Move: Move your animal piece through a wall without a curtain to an adjacent room. Please note:
- Free passage: Any animal can move through.
- Mouse hole: Only mice can move through.
- Rabbit window: Only rabbits can move through.
- Magic door: As long as the door is locked, no animal can move through. Once the door is open, any animal can move through.
- Search for Hubi: In the room where your piece is standing, turn over the food chip. It remains face up for the rest of the game. If the chip shows Hubi the ghost, you have found Hubi!
Important: Rabbits can only reveal carrot chips, and mice can only reveal cheese chips.
2. The magic door is opened – Hubi awakens!
After the magic door is discovered, you must open the door by having one animal stand on either side of the door, and then have one of them spend an action point to open the door. Now Hubi is awake, and the second part of the game begins – the search for the hungry ghost!
Now, the field showing Hubi on the magic compass means that Hubi moves:
- If Hubi has not yet been found, swap a cheese food chip and a carrot food chip in adjacent rooms. If this is not possible, nothing happens.
- If Hubi has already been found, swap the Hubi chip with the chip in an adjacent room. However, Hubi must move into a room without any animal in it; if this is not possible, he does not move.
Additionally, a new action becomes available: Search for Hubi (see Actions above).
The end of the game
As soon as Hubi has been discovered, try to move into Hubi's room with a second animal as quickly as possible.
You win the game if you have two animals in the room with Hubi before midnight. It can happen that there are already two animals in the room when you reveal Hubi, in which case you win immediately!
You lose the game when the clock reaches 12 again and you haven't caught Hubi. When the clock moves to midnight, you can still take your actions for that turn, and must move two animals into Hubi's room to win.
Expert variant
Set the clock to 3, 4, or 5 o'clock at the beginning of the game. This way you have less time to catch Hubi and the game becomes even more exciting!
Transcription notes
- The printed text has a few typos ("place is it", "it it not used", "must two animals into"); these are corrected above ("place it", "it is not used", "must move two animals into"). Otherwise the wording follows the printed rules.
- The printed sheet's Move section shows four passage icons; they are rendered here as the words printed beside them.