Beppo der Bock
Beppo der Bock Rulebook
Table of Contents
Table of Contents
Game Contents
1 game board; 4 player pawns; 1 "Clover" token; 1 "Beppo the Goat" piece; 1 metal ball; 1 chute; rules.
Object of the Game
The player who reaches the destination first wins the game.
Setup
(The setup illustration labels: rounded chute, player pawns, magnet, destination, game board, Beppo the goat, clover leaf, steel ball.)
After taking out everything needed for the game, put the game board back in the box and insert the chute into the special hole on the game board. During his turn a player may rotate the box so that the chute is always convenient to use. Then each player chooses a pawn and places it on the starting space (the space with the bench) in the upper right corner. The clover leaf token is placed on the second water space. The player who goes first takes the chute and Beppo.
Course of Play
How to Make Beppo Jump
The youngest player goes first. The others take turns clockwise. The player whose turn it is takes Beppo and places him on a magnet (a space with a green meadow), then aims the chute so that it points at the magnet Beppo is standing on, or at a magnet next to it. Then he takes the steel ball, places it on the chute and lets it go. If the ball hits Beppo, the goat will start jumping around the board like crazy!
Beppo's jumps around the board are caused by the fact that the magnet he stands on is very, very strong and attracts the steel ball when it rolls close to the magnet. But, as you will see for yourself, what is striking is not only the speed with which Beppo starts jumping all over the board, but also that you are able to control the directions of his jumps! Even jumps in the reverse direction are possible. All you need for good jumps is speed, which depends on the correct position of the chute and of the ball on it.
The pictures show examples of how to make Beppo jump, but besides these options you can also invent new ones. Experiment with the magnets and find new ways!
With practice and acquired skill, in time you will make Beppo jump to any point on the board you need!
How Do the Pawns Move?
After Beppo has made a jump, you move your pawn. On the board you can see five large areas: yellow grain fields, a blue water area, a red-brown area with mountains, a dark green forest and a bright green meadow. Your path runs through these areas. The place where Beppo stopped after his jump determines how far you may move your pawn.
For example: if Beppo stopped on the grain fields, you may move your pawn to the next yellow space on the board. Only one pawn may be on a space at a time. If a space is occupied, simply jump over it and find the free space of the colour you need.
If after the jump Beppo ended up on two areas at once, you may choose either of them at your discretion. But if Beppo stayed in his previous place because he was not hit, or was hit but very weakly, and did not move, or even fell off the board, in these cases the player's pawn stays where it is. After this the player's turn ends.
What Happens When Beppo Knocks Over One or More Pawns?
It is possible that during his jumps Beppo knocks one or several pawns, after which a pawn may fall over or fly off the board altogether. In these cases the pawn must be returned to the starting space (the space with the bench).
Clover Leaf
At the start of the game the clover leaf is placed on the second water space. The first player to pass through this space or stop on it must put the clover leaf token under his pawn and move with it from then on. The clover leaf can protect your pawn as follows: if Beppo collides with the pawn, in most cases the pawn stays in place and the clover leaf is only moved slightly.
But if, despite the clover leaf, your pawn falls or no longer stands on its space after a jump, it must be returned to the starting space with the bench. If one player knocks the clover leaf out from under another player's pawn, he has the right to take it and put it under his own pawn.
If the clover leaf is knocked away before any player has taken it, the token simply returns to the second water space.
End of the Game
The game ends as soon as one of the pawns reaches the finish. The player who owns that pawn becomes the winner.
Beppo for Experienced Players
The rules are exactly as described above, but with some exceptions:
- If a pawn that Beppo knocked fell, or left its space, or fell outside the board, it moves back 3 spaces from the pawn that was behind it. If Beppo knocked several pawns at once, the pawn that was closest to the finish is moved first, then the others. If Beppo knocked the very last pawn, it is sent to the space with the bench.
- If after the jump Beppo ended up on two areas at the same time, you do not choose the colour of the area you want to move to, but move to the colour on which Beppo's front hooves lie.
- The player who first wins two rounds of the game becomes the winner.