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The Grand Kiwiz

The Grand Kiwiz Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Setup
  • Round Preparation
  • About the Cards
  • Playing a Round
    • Removing a Cylinder
    • Asking for Help
    • Passing
  • End of the Round
  • End of the Game
  • Two-Player Games
  • Example

Object of the Game

Divided into two teams, the players compete over 6 rounds. In each round, they discover 9 statements, of which 8 are false. Each team scores points by revealing false statements, and loses points by revealing the correct answer. After the 6 rounds, the team with the most points wins the game.

Setup

  • Place the board [1] in the center of the table.
  • Divide the players into 2 teams (the blues and the yellows).
  • Place the score pad [2] near the board. Write the players' names at the top, in the column of the color of their team.

Round Preparation

  • Place the 9 cylinders so that they cover the holes of the board [3].
  • Each team chooses a Champion for the round. Make sure to change Champion every round so that all players can be Champion at least once.
  • On the score sheet, the color of the round number indicates the team that will play first in each round (the blue team plays first in Round 1, the yellow team in Round 2, etc.).
  • Choose a player from the team that does not start the round, and who is not its Champion. He takes a set of 4 cards (see p. 3), shuffles them out of sight of the other players (for example under the table), draws 2 at random and inserts them into the board:
    • the first on the left of the board [4], SUBJECTS side visible,
    • the second on the right of the board [5], PROPOSITIONS side visible.

Warning: in general, avoid looking at the cards during setup, as you could inadvertently see the answer.

About the Cards

Each card has a SUBJECTS side and a PROPOSITIONS side.

  • The SUBJECTS side is recognized by the brown color of its text.
  • The PROPOSITIONS side is recognized by the green color of its text.

The cards are organized in thematic sets of 4 cards. Each set is distinguished from the others by a specific color and a unique number. Each Round is played with 2 cards drawn at random from the 4 of a set. Each pair of cards generates 9 statements. Only one of these 9 statements is true! It is recognized by the overlapping of the two holes in the cards, which reveal a red dot when they are inserted in the board.

Example: here, the true statement is: "Switzerland charges its inhabitants a tax on dogs."

Playing a Round

On his turn, a Champion chooses between: removing a cylinder, asking for help, or passing.

Removing a Cylinder

If the revealed space is brown: The answer is false... so all is well! Place the cylinder on the next free space of your team's score track.

If the revealed space is red: Unfortunately, it is the right answer! The Grand Kiwiz is offended! The round stops immediately. Place the cylinder on the -3 space of the score track. Your team scores -3 points, while the opposing team scores the value of the last cylinder placed on its track.

Asking for Help

Each team has 5 Joker kiwis, shown on the score sheet. On his turn, a Champion may check off one (and only one) of his team's Jokers to ask one of his teammates to help him choose which cylinder to remove.

The Champion is free to ask whether anyone can help him. The Champion's teammates may let him know whether they think they can help, but it is the Champion who chooses whom he asks for help.

You cannot ask for help from the player who placed the cards in the board.

Passing

A Champion who decides to pass no longer plays until the end of the Round. The opposing Champion may then continue to remove cylinders one by one, or may also pass.

If both Champions have passed, each team scores the points corresponding to the position of the last cylinder placed on its track.

End of the Round

The round ends as soon as:

  • one of the Champions reveals the right answer (ouch!),
  • the score reaches 11,
  • both Champions pass.

Each team records on the score sheet only the value of the last cylinder placed (on its track or on the -3 space).

If neither Champion passes or reveals the right answer, the teams score 11 and 8 points respectively.

At the end of the 6th Round, the game ends. Otherwise:

  • Put the 2 cards of the Round back into their set.
  • Take a new set of 4 cards and proceed to the Round Preparation.

End of the Game

After the 6th Round, the teams add up the points won during the game. They also score 1 point for each unused Joker kiwi.

The team with the most points wins the game.

In case of a tie, the teams play one last Round to break the tie, choosing the starting Champion at random.

Two-Player Games

If there are only 2 of you, you can play with the normal rules. Each player is the Champion of his "team". In this case, the player who places the cards must really not look at the right answer.

However, we recommend playing with the following variant:

Each player plays a complete Round before handing over to his opponent (so each will play a total of 3 Rounds).

The Champion who is playing removes the cylinders one by one, until he:

  • decides to pass,
  • reveals all the false propositions (he then scores 11 points),
  • or reveals the true statement (in which case he scores -3 points).

Note: in both cases, the Joker kiwis are ignored.

Example

A new Round begins. A player has placed 2 cards on the board. The blue team starts. [2]

  1. The blue Champion begins by removing the cylinder corresponding to "Switzerland is 1,104,051 km2." The revealed space is brown, which is fine! He places the token on the score track. [3]
  2. It is the yellow Champion's turn. He removes the cylinder "Mexico is the world's number 1 exporter of saucisson." Still no red space, all is well. [4]
  3. The blue Champion removes the cylinder "Mexico charges its inhabitants a tax on dogs." Still brown.
  4. The yellow Champion removes the cylinder "Togo is 1,104,051 km2" and places it on the score track. The revealed space is again brown.
  5. The blue Champion hesitates; he finally prefers to pass so as not to take risks. [5, 6]
  6. The yellow Champion is confident; he removes the cylinder "Togo charges its inhabitants a tax on dogs."
  7. The blue Champion has passed, so it is again the yellow Champion's turn to play. He would like to continue but has a doubt. He asks his teammates whether one of them can help him. One of them says yes. The Champion designates him and crosses off one of his Joker kiwis on the score sheet. [8]
  8. The designated player then removes the cylinder "Switzerland charges its inhabitants a tax on dogs." Mistake, the revealed space is red! It is the right answer! [9]
  9. He has revealed the only true statement, so the yellow team scores -3 points. The blue team scores the points corresponding to the position of the last cylinder placed on its track, i.e. 3 points. The points are recorded on the score sheet. The Round is over; a new Round can begin.