RulesPal
Chat
Rulebook
Slogan thumbnail

Slogan

Slogan Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
  • Turn Sequence
  • Spießer Alfons
  • Tip
  • Career
  • "Spießer Alfons" Cards
  • Challenge (Herausforderung)
  • End of Game (Spielende)

Components

  • 1 game board
  • 6 game pieces
  • 369 cards with over 700 slogans
  • 60 "Spießer Alfons" cards
  • 60 red chips (value 1)
  • 40 silver chips (value 5)
  • 20 gold chips (value 10)
  • 1 card holder

Object of the Game

Each player begins on the first, outermost space of the spiral. Each slogan that he recognizes brings him closer to the goal in the center. How quickly he advances also depends on the player who asks the question. Along the way to the goal, prizes beckon, but losses also threaten.

The game ends as soon as the first player has reached the center of the spiral. However, that player is not necessarily the winner. The winner in the end is whoever has the most chips.

Setup

Each player chooses a writing desk (Schreibtisch) on the game board and places the game piece of the same color on the outermost space of the spiral.

The "Spießer Alfons" cards are shuffled and dealt face down, one at a time in turn, onto the players' writing desks. If fewer than six people play, the unoccupied writing desks remain empty.

The chips are placed within reach of all players next to the game board; they form the prize bank (Prämienkasse).

The card holder with the slogan cards is set up. Each card names two slogans on its front side. On its back, for each slogan, there are four possible answers (the correct one is marked with a star).

The starting player is determined by lot; the other players follow in clockwise order.

Turn Sequence

Whoever is on turn:

  • draws a slogan card from the box,
  • chooses one of the two slogans on it,
  • places 1, 2 or 3 chips from the prize bank as a stake,
  • and reads the chosen slogan aloud to the next player (to his left).

Note on the stake: The size of the stake depends on how well known the slogan is. If the player believes the associated product or company will be guessed, he places only 1 chip (minimum stake). Otherwise he places the maximum of 3 chips. If he is not sure, he should choose 2 chips. The stake is always taken from the prize bank and placed on the game board.

Note on chips: Wherever this rule or the "Spießer Alfons" cards speak of "chips," the amounts always refer to the smallest unit, the red chips. Exchanging chips is possible at any time.

If the questioned player gives the correct answer, he receives the prize that was staked and moves his game piece forward as many spaces as chips he has cashed in (for example, 3 spaces for 3 chips). Several game pieces may stand on the same space.

Note on collecting: Each player collects the chips he has won on or in front of his writing desk.

If he gives a wrong answer or no answer at all, the questioner receives the prize and may move forward correspondingly far.

In this case, however, the questioned player gets an additional chance. He may choose between "Spießer Alfons" and "Tip." Only one of these options may be used.

Spießer Alfons

The player who did not know the answer takes the top "Spießer Alfons" card from his writing desk and carries out the instruction on it.

Note: The cards move the player forward on the game board or increase his chip supply. But they can also do the opposite.

Used "Spießer Alfons" cards go onto a discard pile. If all cards have been cleared from a writing desk, the player's only remaining chance is the "Tip"; the writing desk is not refilled.

Tip

The questioner reads out the four products or companies that are named on the back of the card as suggested solutions for this slogan. If the questioned player then points to the correct answer, he may still move forward one space. He does not receive a chip prize for this (unless he reaches a new career level).

Career

The spiral-shaped "track" (Laufbahn) is divided into a starting space, a goal space and 6 career levels (Karriere-Stufen), each consisting of 6 spaces. The levels are marked by thick black lines.

Each time a player reaches the next level of his career, he receives from the prize bank as many chips as there are players behind him. This also applies to reaching the goal space in the center of the spiral, but not to entering the first level after the start.

If a player falls back to a lower level because of a "Spießer Alfons" card, no prize is paid for this "career setback" (Karriere-Knick). If he climbs back up after the drop, he collects the prizes again, even if he has received them before. (Loosely after the motto: "Up and down the career ladder brings chips, and sometimes gets you further!")

"Spießer Alfons" Cards

The instructions on the "Spießer Alfons" cards are largely self-explanatory.

If a player has to swap places with another player, the game pieces on the board are meant. Likewise, "next player" means the game piece standing closest to the player on the board. If several pieces stand on the same space, they are all considered the "next player." When "overtaking" (Überholen), a player moves to the space in front of the next player.

If a player moves into a different career level because of a "Spießer Alfons" card, he receives the same prize that is also paid on a normal entry into a new level. If he makes a large jump over several levels, only the prize for entering the highest level is paid. This also applies to players who have to swap places with the player who drew the card.

Instructions that cannot be carried out because of the game situation are void. No replacement card is drawn. If a player is to advance or move back and would thereby go beyond the start or the end of the spiral track, he moves only as far as he can.

If a player who has no chips left has to pay, the player who was to receive the chips has had bad luck. For the bankrupt player this has no further effects.

Challenge (Herausforderung)

A player may at any time, when a slogan is to be guessed, challenge the leader (and only the leader!) to a brainstorming duel. This challenge must be declared before the questioner has read the slogan aloud.

Note: If several players are tied at the top, the challenger may decide whom he challenges.

A duel proceeds as follows:

The questioner reads the two slogans of a card aloud. Each of the two duelists has one attempt per slogan to name the correct solution, with the challenged player always allowed to answer first.

For each correct answer, the player concerned receives a chip. Whoever wins the most chips in this way is the winner of the duel.

Note: If the questioner is himself the leader, another player must read aloud the slogans from a card that he newly draws from the slogan box. If the original questioner had already drawn a card, it is put back into the box in this case.

End of Game (Spielende)

[Gap in the source: the "Spielende" section is printed on the reverse side of the leaflet. Only its heading and first words ("As soon as the first player ...") show faintly through the scan of page 4 and cannot be read, so the section is not transcribed. The ending condition and the winner are given under "Object of the Game" above.]