Schüttel's
Schüttel's Rulebook
Table of Contents
Table of Contents
Game Materials and Set-up
- Play money: 18 x "10", 18 x "20", 14 x "40", 12 x "50", 14 x "100" and 8 x "200" Wonder Valley bills
- 15 gnomes in 3 colors. The colors are irrelevant for the course of the game; they just make it easier to count the gnomes.
- 1 gnome-catcher (felt cuttings with push clips)
- 1 shakeup cup
- 60 goods in 6 colors
- 1 double-sided game board: one side for two or three players, the other for four to six players. You can identify the two sides by the signpost in the board's corner. The board has goods spaces and storage spaces.
Risky variant: If you want to experience the game with four players in an especially venturesome manner, you play without the crosshatched goods spaces.
Before every game
- Clip the gnome-catcher together so that it forms a bowl.
- Fill all 15 gnomes into the shakeup cup and put a "40" Wonder Valley bill on the marketplace (space 14).
- Distribute the 10 goods of one color and Wonder Valley bills worth 400 to each player.
- Sort all remaining Wonder Valley bills and place them next to the gameboard; they form the "guild treasury" that players may use to change money anytime during the game.
The Game
Become the richest wizard! To this end, you shake gnomes out of the shakeup cup. By performing this shakeup magic, you determine where the gnomes get to work.
At the fortune teller's, the tavern, the bank or the marketplace, they can earn you plenty of Wonder Valley bills. Particularly lucrative are the crafts houses. There, the gnomes produce goods that grow more and more valuable - until there are too many of them; then, the most valuable product suddenly becomes worthless.
If you shake out exactly one, three, or all 15 gnomes, this might cost you dearly - at the pillory.
Watch out for the pig pit! If your shakeup magic ends up there, one of your goods goes to waste.
With the most value in Wonder Valley bills at the end of the game, you'll become the most honorable shakeup wizard of Wonder Valley.
Course of the Game
The player who last had a cup in his hands begins. After that, play proceeds clockwise.
On your turn, you take the shakeup cup, filled with all 15 gnomes, and the empty gnome-catcher. Then, you do the following, one after another:
- The shakeup magic: You shake gnomes out of the cup.
- The gnome action: You carry out an action where your magic has "shaken" you.
1. The shakeup magic
Shake gnomes energetically out of the cup into the gnome-catcher with a single fluid movement. In doing so, at least one gnome has to leave the cup.
Do not "double shake"! If you stop while shaking and then "shake again", your shake becomes invalid. In that case, you immediately have to pay Wonder Valley bills worth 40 onto the marketplace (Space 14) and your turn is over.
The number of gnomes tumbling out of the cup determines the number of the space on which you will carry out your gnome action after that. All gnomes that tumble out of the cup count. They don't need to land inside the gnome-catcher.
Example: You have shaken 8 gnomes out of the cup. Consequently, you now carry out your gnome action on space no. 8.
2. The gnome action
Now you carry out one action on the space whose number corresponds to the quantity of gnomes you have shaken out. There are the following spaces:
- A. Unlucky Gnome spaces (spaces 1/3/15, 7)
- B. Crafts houses (spaces 4, 5, 6, 8, 9, 11, 12)
- C. Lucky Gnome spaces (spaces 2, 10, 13, 14)
A. Unlucky Gnome spaces
Spaces 1/3/15: The pillory
If you shake 1, 3 or 15 gnomes out of the cup, you have to pay Wonder Valley bills worth 40 onto the marketplace (space 14) in the center of the playing area.
Space 7: The pig pit
If you shake 7 gnomes out of the cup, you have to remove one of your own goods from a building of your choice. For this, you get no Wonder Valley bills. If you don't have any goods at any building, you remove one good from your supply - if there are any left there. Put the removed good on an unoccupied storage space.
B. The crafts houses
Space 4: The pharmacy. Space 5: The pottery workshop. Space 6: The forge. Space 8: The tailor shop. Space 9: The jewelry shop. Space 11: The carpenter's workshop. Space 12: The bakery.
Every time the quantity of gnomes you have shaken out corresponds to the space number of a crafts house, you have to carry out one of the following two gnome actions there:
- Place a good, or
- Sell goods.
Only if you can neither place a good nor sell goods does your game turn end without an action. Even if you run out of goods during the course of a game, you keep on performing the shakeup magic and on carrying out all possible gnome actions.
Place a good
The gnomes produce for you! Place one of your own goods on the goods space with the lowest value. In doing so, you move every good that is already at this house to the next higher goods space.
Each goods space may hold no more than one good.
If you move a good beyond the highest goods space, you immediately put it on an unoccupied storage space. For this, you don't get any Wonder Valley bills.
Risky variant: If you play the four-player game without the crosshatched spaces, you remove goods that are moved beyond the fourth goods space.
Sell goods
You remove one or more of your goods and put them on an unoccupied storage space. For this, you receive money from the guild treasury for each sold good, i.e., you receive the value of the goods space on which this good just was.
If at any time during the game one of your actions causes empty goods spaces, be sure to move all goods with higher values down until all gaps are completely closed. In doing so, never change the order of the goods!
Example: For the two goods he sold the red player gets 320 (120 + 200) Wonder Valley bills.
C. Lucky Gnome spaces
Space 2: The fortune teller's tent
If you shake 2 gnomes out of the cup, you place one of your own goods from your supply at any crafts house.
Note: Crafts houses are exclusively spaces with blue house numbers (4, 5, 6, 8, 9, 11, 12). Observe the rules for the placement of goods. You may not sell any good there.
Space 10: The tavern
If your shakeup magic is 10, you place one good at the tavern.
- If your good is the 1st one there, each other player pays you a bill worth 10.
- If your good is the 2nd one there, each other player pays you a bill worth 20.
- If your good is the 3rd one there, each other player pays you a bill worth 30, and so on.
There may be any number of goods of any number of players at the tavern.
Space 13: The bank
If you shake 13 gnomes out of the cup, you place one good at the bank, provided you don't yet have a good there. For this, you have to pay a "10" Wonder Valley bill to each of the other players. If you can't place a good any more, the other players don't get any Wonder Valley bills.
If you already have one of your goods at the bank, you remove it and put it on an unoccupied storage space. For this, you get Wonder Valley bills worth 30 from each of the other players.
Space 14: The marketplace
If your shakeup magic is 14, you take all the Wonder Valley bills lying on the marketplace. After that, you put Wonder Valley bills worth 40 from the guild treasury onto the marketplace.
No more money?
The guild treasury pays for any player who is out of money.
Ending and Winning the Game
The game ends...
- as soon as two players have no goods left or
- as soon as all storage spaces are occupied with goods.
If there are not enough storage spaces left for the goods sold you during the last game turn, you nonetheless receive the full money for them from the guild treasury.
The player who has the most value in Wonder Valley bills wins. Goods that are still on the gameboard (and also those in front of the players) are not paid out and thus are worthless.