Welt der Abenteuer
Welt der Abenteuer Rulebook
Table of Contents
Table of Contents
Contents
- 4 adventurers
- 1 "Journey through the Jungle" game board
- 1 oracle with two color dice
- 3 monkeys
- 12 oracle cards
- 1 "Expedition to the Antarctic" game board
- 1 penguin
- 10 round cards
- 1 "High above the Ravine" game board
- 1 hanging bridge consisting of various parts
- 1 bridge guardian
- 10 thick planks
- 1 die with dots
- 1 game board "Across the Volcanoes"
- 1 volcano
- 1 catapult
- 2 water-drops
- 1 set of game instructions
Game 1: Journey through the Jungle
A reaction game about colors for quick adventurers.
This game will lead you across South America. There are conserved Inca temples and towns. The Inca lived more than 4,000 years ago.
Game material needed:
- 2 to 4 adventurers (one per player)
- 1 game board "Journey through the Jungle"
- 1 oracle with two color dice
- 3 monkeys
- 12 oracle cards
Aim of the game
With quick reactions and luck you can outwit the oracle and be the first to make your way through the dense jungle.
Preparation
Each player takes an adventurer. Determine from which corner square (= camp) you want to start and put your adventurers on it. The other corner square is the target.
Place the oracle on the marked temple square of the game board. The three monkeys are placed on the squares with the columns.
Each player gets three oracle cards (with a green, a red and a yellow monkey).
How to play
Play in a clockwise direction. The youngest player starts, by taking the oracle from the game board and shaking it vigorously.
But first the other players try to predict what will appear on the dice. To do so, each one including the player who will shake the dice, chooses two of their oracle cards and places them face down in front of them.
Now the oracle is well shaken and placed next to the game board. It is important that the oracle is placed back quickly and that it is clearly visible for all the players, as the game can suddenly get very turbulent.
Which colored monkeys appear on the dice?
- Two identical colors? Two identical colors? Now you have to be quick. The player who grabs the monkey of the corresponding color first from the game board, can move their adventurer two squares. The other players were too slow, so their adventurers stay where they are.
- Colors not identical? The oracle shows two monkeys of different colors? All players uncover their oracle cards and compare them with the colors shown on the dice.
- If one color matches, they can move their adventurer forward a square.
- If both colors match, they can move the adventurer three squares.
Then everybody places both oracle cards face down again in front of them and it's the next player's turn to shake the oracle.
Important! Whoever grabs for a monkey although two different colored monkeys appear on the dice, can not move their monkey in this round.
End of the game
The game ends as soon as a player has reached the camp at the other side thereby winning the game.
Game 2: Expedition to the Antarctic
An ice-cold memory game for daring adventurers.
At the extreme south of the globe is the Antarctic. Scientists from all over the world travel there in order to explore the nature, the different flora and fauna, and to live new adventures. You can also join in ...
Game material needed:
- 2 to 4 adventurers (one per player)
- 1 game board "Expedition to the Antarctic"
- 1 penguin
- 10 round cards
Aim of the game
Who will be the first adventurer, with a bit of luck and a good memory, to find the long way across the arduous ice desert?
Preparation
Each player takes an adventurer. Determine from which corner square (= igloo) you want to start. Put the adventurers and the penguin there. The opposite corner square is the target.
One side of the round cards shows a section of the ice sea, on the other side there are the same pictures as the ones depicted on the ice floes of the game board. Turn the card with the pictures face down. Shuffle them and spread them over the water surface between the floes.
How to play
Play in a clockwise direction. The oldest player may start.
Turn around any card. Object is to find the same picture as shown on next free ice floe in front of the penguin.
- No match? The card shows another picture? Pity! Your turn is over and your adventurer has to stay put. Cover the card again and pass the penguin on to the next player who places it on the square where their adventurer is at that moment and uncovers a new card.
- Match? Is it the same picture as shown on the ice floe your penguin wants to step on? Fine, now you can place the penguin on the found ice floe. Then you have to decide:
- You don't want to uncover another card? Move your adventurer up to the penguin. Then place the turned around card(s) again face down and pass the penguin on to the next player who puts the penguin on the square with their adventurer and uncovers the card searched for.
- Or turn round other card: Do you have the courage to search for the picture now in front of the penguin? Uncover a card.
Important!
- If later during the game you reach a floe of which the picture lies uncovered, your turn is immediately over.
- The penguin (and your adventurer afterwards) may jump over squares which are occupied by adventurers, and you don't have to uncover the picture of this floe.
End of the game
The game ends as soon as an adventurer reaches the target (= igloo) thereby winning the game.
Variation for younger players
Already at the beginning of the game one or various pictures are placed face up next to the game board. These pictures don't have to be looked for - the players can move their adventurer immediately on to the corresponding floes.
Game 3: High above the Ravine
A wobbly dice game for intrepid adventurers.
A ravine is formed when over thousands of years the running river water wears away a deep furrow in the layers of stone. One of the biggest ravines of the world is the Grand Canyon in North America.
Game material needed:
- 1 to 4 adventurers (one per player)
- 1 game board "ravine"
- 1 hanging bridge consisting of various parts
- 1 bridge guardian
- 10 planks
- 1 die with dots
Aim of the game
Who will be the first adventurer to outwit the attentive guardian, cross the wobbly hanging bridge and reach the camp on the other side?
Preparation
Each player gets an adventurer. Determine from which corner square (= camp) you want to start and place the adventurers there. The other corner square is the target.
Assemble the hanging bridge. Turn the planks with the damaged side face up and place them on the slots of the bridge. Put the guardian on the last plank of the bridge looking towards the bridge.
He keeps a look-out for the adventurers and will make it difficult for them to pass the bridge ...
How to play
Play in a clockwise direction. The oldest player starts and rolls the dice.
What appears on the dice?
-
A number of black dots? Count as many squares ahead. On what kind of plank would your adventurer land?
- On a normal square? Move your adventurer there. Your turn is over.
- On a damaged board? Repair the plank by turning it around. The repair work has exhausted your adventurer, who therefore doesn't move. Your turn is over. And from now on all the adventurers can step on the repaired plank.
- A repaired plank? Move your adventurer onto the plank. Your turn is over.
- A square with the guardian on it? Your adventurer stays where he is. Roll the dice a second time.
Important! Various adventurers can be on a normal square or plank at the same time.
-
A number of green dots? Move the guardian the corresponding number of squares. The guardian may step on all planks (damaged and repaired ones). If he lands on a plank with one or more adventurers on it, he throws them off the bridge! Place the adventurers on the square in front of the bridge.
If you want, you can chant: "Hohoho, I'm the guardian of the bridge – nobody gets passed me."
Always move the guardian ahead in the direction he is facing and turn him around once he has arrived at the last plank so that he walks back in the other direction.
Then it's the turn of the next player.
End of the game
The game ends as soon as an adventurer has reached the target (= camp) thereby winning the game.
Variation for younger players
Play without the guardian. Whoever rolls a number of green dots moves their game piece the corresponding number of dots on the die.
Game 4: Across the Volcanoes
A game of skill for dexterous adventurers.
Volcanoes are mountains which can spit fire or hot rocks, also known as lava. A particularly large number of volcanoes are located in Japan and Sumatra.
Game material needed:
- 2 to 4 adventurers (one per player)
- 1 game board "Across the volcanoes"
- 1 volcano
- 1 catapult
- 2 water-drops
Aim of the game
Who will be the adventurer to hurl as many water-drops as close as possible or even into the volcano thus quickly crossing the dangerous land of volcanoes?
Hint: Practice the handling of the catapult and try slinging the water-drops beforehand. Place the catapult anywhere next to the game board. Put a drop on one end of it and vigorously push down the other end.
Preparation
Each player gets an adventurer. Determine from which corner square (= camp) you want to start and place your adventurer there. The opposite corner square is the target.
Place the volcano in its place in the center. Get the catapult and the water-drops ready.
How to play
Play in a clockwise direction. The youngest player starts.
Take the catapult and place it somewhere outside the game board. Put a drop on one end.
You have one try per drop, so try to hurl the drop as close as possible or even into the volcano.
Where does the drop land?
- Inside the volcano? (1.) Well done! Move your adventurer four squares ahead.
- Near the volcano on the raised layer of lava? (2.) Not bad at all! Move your adventurer two squares.
- At any other spot on the game board? (3.) Without a doubt you will do better next time! Move your adventurer one square.
- At any spot outside the game board? (4.) You still have to practice a little. Unfortunately you can not move your adventurer.
Watch out! If the water drop touches two areas at the same time, your adventurer may move the higher number of squares.
Then it's the turn of the next player.
End of the game
The game ends as soon as the first adventurer has reached the target (= camp) thereby winning the game. They have proved their ability and were able to quieten the volcano the best.
Variation for differently skilled players
Inexperienced adventurers only have to move their adventurer up to the target square. The more skilled players turn their adventurers around at the target and continue until they get back to the starting square.
Game 5: The Great Adventure
The players who already have some practice with the individual games, can dare to go on the "Great Adventure".
Length of the game: approx. 30 minutes
Game material needed:
- 2 - 4 adventurers (one per player) and the complete game material
Aim of the game
Who will cope first with all four adventures and finish the game as the greatest adventurer of all times?
Preparation
It is best to play on the floor as you will have to spread out all four game boards next to each other.
Important: The corner squares have to be adjacent so that the adventurers can pass, for example, directly from the Jungle to the Antarctic.
We propose the following order:
- Journey through the Jungle
- Expedition to the Antarctic
- High above the Ravine
- Across the Volcanoes
Hint: Of course you can play the four games in another order or play only one or two games in a row. If you want to include the jungle variation, it should be the first stage of your journey.
Prepare the journey as described for every individual game. Place the adventurers on the corner square of the first game board. That is the starting square for every player.
How to play
Play in a clockwise direction. The most adventurous player starts.
The basic rules of all four games apply. When you come to "Expedition to Antarctic", the following complementary rule applies:
The players whose adventurers reach the target uncover a picture and put the card face up next to the game board. So these pictures don't have to be uncovered by the players still left in the game. They can move their adventurers immediately on to the corresponding floes.
Once a player has finished one adventure, their adventurer immediately passes on to the adjacent starting square of the next game board. So it can happen that some adventurers are still in the jungle for example while others already cross the ravine, but this can of course change quickly.
End of the game
The game ends as soon as the first adventurer reaches the fourth and last target square, thereby becoming the greatest adventurer of all times and winning the game.
See you for the next adventure!