Das große Kullern
Das große Kullern Rulebook
Table of Contents
Table of Contents
Components
This game is played in the box. Therefore first take all the game material out of the box. Carefully press the chips, the panel with the balcony and the slider with the window shutters out of the punchboard.
- 1 box / game base
- Cardboard back wall
- Plastic wall
- Panel with cardboard balcony
- Cardboard slider with window shutters
- 8 marmots
- 5 counting chips
- Starting spaces
- 20 marbles
- Game board
Setup
A. Press the cardboard piece with the balcony into the plastic panel, which is included loose. Make sure the 6 circles of the panel point upward.
B. Take the cardboard slider with the window shutters and place it on the plastic wall as shown in the illustration. The window shutters rest on the plastic edge.
C. Clip the panel with the balcony onto the plastic wall.
These parts stay together and are not taken apart again.
Now put the cardboard back wall (2) between the edge of the box and the insert. Then the plastic wall (3) goes between the back wall and the insert. Place the game board (10) on top of the projection of the roll hut and down into the box. Put the marbles in the hollow at the bottom of the roll hill.
Goal
Be the first to get both of your marmots to the deck chairs.
Let's Go
Each player chooses 2 marmots of one color and stands them next to each other on the starting spaces at the bottom of the roll hill. Play proceeds clockwise. The smallest player begins. Keep the 3 counting chips ready next to the box.
Dropping the marbles
Take 3 marbles from the hollow and drop them one after another into one of the roof hatches of the roll hut. You may choose the hatches freely. For every marble that rolls out, your left neighbor immediately places a counting chip in front of you, only as a reminder.
(Speech bubble: "Hopefully the marble doesn't get stuck. Then it brings me not a single step.")
Moving a marmot
Now decide on one of your two marmots and walk it up the yellow-marked path. The first space to walk on is next to the mouse with the flag. Every marble that rolled out counts as one step, and every marble in front of the marmot you want to move counts as one step.
Your marmot simply jumps over other marmots on the path. Occupied spaces are not counted when walking. You always walk all the steps. Only if you move onto a deck chair may you let the remaining steps lapse. Only the player whose turn it is may walk his marmot upward. Once you have moved your marmot, your turn is over and the next player is up.
(Speech bubble: "It starts with me!")
Example: You dropped 3 marbles. All 3 rolled out. That gives you 3 steps. Now there are a total of 2 marbles in front of your marmot A, and no marble in front of your other marmot B. If you decide to walk with marmot A, it goes 5 steps (3+2); marmot B only 3 steps (3+0).
A: 3 + 2 = 5 steps. B: 3 + 0 = 3 steps.
Roll Alarm!
If your marmot enters or passes a free path space with a red horn, you trigger "ROLL ALARM": push the slider at the top of the hut to the other side, and all marbles in the hut roll out. Your turn is then over and the next player is up.
Even if your marmot passes several horns while walking up, the slider is moved only once. Also, no Roll Alarm is triggered when walking backward (see Marble Fright).
Marble Fright
(Speech bubble: "Oh dear! Just catch fewer than 4 marbles, otherwise I lose them all immediately and have to go back as well.")
Each marmot can catch at most 3 marbles.
If 4 or more marbles lie in front of one of your marmots, it must immediately go back to the next free space with a stone. This applies even if it is not your turn. Afterwards the interrupted turn is continued.
If several animals have too many marbles in front of them, the foremost of these marmots goes back first. If your marmot has to go back all the way to the start, you simply place it on a free space. If a marmot with too many marbles is already on a starting space, lift it up and let the marbles roll into the hollow.
End
When your second marmot reaches any deck chair, you have won and are the new Marmot Master. Surplus movement points simply lapse.
Short Rules
- Drop 3 marbles and move a marmot
- Each marble that rolled out = 1 step
- Each marble in front of the chosen marmot = 1 step
- Moved onto or over a red horn = Roll Alarm
- 4 or more marbles in front of a marmot: back to the last free stone space
Variant for Two Players
Each player plays with 2 colors, i.e. 4 marmots. The winner is whoever first gets 3 of his 4 own marmots onto the deck chairs in front of the hut.
Junior Variant (ages 4 and up)
Take 3 marbles from the hollow.
Drop 1 marble. If it gets stuck in the hut, immediately push the alarm slider to the other side. If the marble rolls to a marmot, that marmot immediately walks one step forward, even if it is another player's marmot! If the marble then rolls straight on to the next marmot, that one also goes one step forward.
Then drop the 2nd marble and then the 3rd marble into the roof hatches, and the marmots in front of which the marbles stay lying may move one step. If none of your animals was able to move after dropping the 3 marbles, you may now move one of your own marmots one step forward.
As soon as one of your marmots reaches a deck chair, you have won.
What if...
... a marble jumps into a deck chair or out of the track? The player whose turn it is simply places the marble in the hollow at the bottom.
... there are no more marbles in the hollow? Roll Alarm is triggered immediately. If there are still no marbles in the hollow afterward, you immediately walk according to the rules described (see "Moving a marmot", page 3).