Uluru: Neuer Tumult am Ayers Rock
Uluru: Neuer Tumult am Ayers Rock Rulebook
Table of Contents
Table of Contents
Contents
- 5 Uluru cards
- 30 Dreambird chips (6 colors, each 5 times)
- 6 Dreambird cards
- 39 cards
- 3 times 1-wish cards
- 24 times 2-wish cards
- 12 times 3-wish cards
- (1-Wishes are easy; 3-Wishes are difficult to fulfill)
Setup
- Before the first game, gently punch out the Dreambird chips from the punchboard.
- Each player receives 6 different-colored Dreambird chips, such that each player has one each of blue, orange, yellow, green, black, and white.
- Everyone is dealt an Uluru card, and places it alongside his chips.
- Place the 6 Dreambird cards next to each other in any order in the middle of the table.
- Shuffle the Wish cards and form a face-down deck (i.e. with the green side face-up).
- You will also need pencil and paper to write down the negative points. These scoresheets are not included in the game (alternatively, coins, stones, or the like can be used).
Gameplay
The game is played over 6 rounds.
Explanation of a round:
- Lay out Wish Cards
- Place Dreambird Chips
- Evaluate
- New Round
1. Lay out Wish Cards
The oldest player begins. He draws 6 Wish cards from the deck, and places one of them face-up below each of the 6 Dreambird cards.
The Wish card under a Dreambird card indicates where this Dreambird should sit this round. (For more detailed explanations, see "The Wish Cards" and "Example".)
2. Place Dreambird Chips
The first player says, "Go!" and all players now simultaneously try to place their 6 Dreambird chips on their own Uluru card, according to the Wish cards. Once a player has placed all his Dreambird chips, and he no longer wants to change them, he says, "Uluru!" Then he must not move his Dreambird chips any more this round. Once all players but one have said, "Uluru!" count down together from 10 to 0. If the last player has not yet placed all his chips when you reach 0, he or she must immediately stop. In any event, whoever is last putting chips on his Uluru card receives 1 penalty point. (Exception: In the two-player game, there is no penalty for being the latter of the two to finish.) You are not allowed to peek at the other players' cards, but you don't have time to cheat anyway.
3. Evaluate
Now in order, check the six Wish cards. The start player reads where the Dreambird in question (e.g. yellow) should actually be sitting, and each player checks his Uluru card to see whether he has properly placed the corresponding Dreambird chip (e.g. yellow). For each Wish a player did not meet, he gets 1 penalty point. Note the penalty points on the scoresheet.
4. New Round
Put the Wish cards from this round back in the box; they are out of the game. The player to the left of the current start player is the new start player, draws 6 new Wish cards from the draw pile, and places one face-up under each of the 6 Dreambirds. He says, "Go!" — and continue as before.
Game End
The game ends after 6 rounds. Add up each player's penalty points. Whoever has the fewest penalty points wins. In the case of a tie, there are several winners.
The Wish Cards
The "1" Wish Cards (3 times)
I do not know what I want!
This Wish is automatically fulfilled, because the Dreambird is satisfied with being anywhere on your Uluru card.
The "2" Wish Cards (each with 6 times)
I want one of these 3 places!
This Wish is fulfilled when the Dreambird chip is located on one of the 3 highlighted places.
I want a place on the same edge as ...!
This Wish is fulfilled if there are no corners between the Dreambird chip and the depicted color (yellow here). Thus they are on the same edge of the card.
It does not matter whether a bird is sitting between them — all that matters is that they're on the same edge!
I want a place across from ...!
This Wish is fulfilled if there are precisely two corners between the Dreambird chip and the color depicted (here green). Thus they sit on opposite edges.
I do not want anyone sitting between ... and me!
This Wish is fulfilled when the Dreambird chip is sitting right next to the color depicted (here white), such that no other Dreambird sits between them.
It does not matter whether there is a corner between the two Dreambirds.
The "3" Wish Cards
I want to be exactly two spaces from ...!
This Wish is fulfilled if there is exactly one space between the Dreambird chip and the color depicted (in this case, orange).
It does not matter whether there is a corner between the two Dreambirds.
I want one of these 2 places!
This Wish is fulfilled when the Dreambird chip is located on one of the 2 highlighted places.
Note 1
When a Wish card depicts the same color as the Dreambird above it, it is automatically satisfied. If, for example, the card under the green Dreambird is "I want a place across from Green," Green's wish is automatically satisfied, no matter where the green chip is placed.
Note 2
There is not always a solution that works for all 6 Dreambirds, because their wishes can be contradictory! For example, if Green wants to sit opposite White, but White wants to sit beside Green, both Wishes can not be fulfilled. Each player must decide which Wish not to fulfill, and takes 1 penalty point as a result.
Example
- Blue wants to sit opposite Green.
- Orange's Wish is automatically fulfilled because it refers to Orange himself.
- Yellow wants to sit on one of the two highlighted spaces.
- Green wants to sit on the same side as Yellow.
- Black does not want anyone between White and himself.
- White can sit anywhere.
One possible solution that gives no penalty points: