Die Kullerbande
Die Kullerbande Rulebook
Table of Contents
Table of Contents
Contents
- 6 animals
- 1 roller-ball
- 4 pegs (in four colors)
- 4 wooden disks (in four colors)
- 1 flicking rod
- 12 cards
- 1 hourglass
- 1 semi-sphere
- 1 set of game instructions
Game 1: Rolling round and round
Who will be most skillful at rolling the roller-ball through the animals' legs?
Game material needed: all six animals, the roller-ball, a wooden disk per player and the corresponding peg, all 12 cards and the hourglass.
Preparation of the Game
Place animals in bottom part of box. Play in the bottom part of the box. Put the six animals anywhere inside the box. Make sure that there is sufficient distance between the animals so that they don't touch each other. The animals should also not stand too close to the edge of the box.
Note: The bottom of the box and the feet of the animals are connected by magnets so that the animals will stand firm and not slip around during the game.
Pile of cards, pegs on starting square, wooden disk in front of players. Shuffle all the cards and put them face down in a pile. Each player chooses a peg and fixes it to the edge of the box where the red hot air balloon is shown. The wooden disk is placed in front of each player so that they remember their color.
Get ready roller-ball and hourglass. Get the roller-ball and the hourglass ready.
How to Play
Whoever has been to visit a farm on vacation most recently may start. If you cannot agree, the youngest player starts and places the roller-ball in any corner of the box.
Uncover all cards and place in row. After that, the other players uncover all twelve cards and place them face up in a row in the center of the table.
The rolling fun starts ... Starting signal, turn round hourglass. The players all shout the starting signal together "1, 2, roller-ball" and the hourglass is turned round.
Take box in hands and roll. Take the bottom part of the box in your hands. Start with the first card of the row. Move the roller-ball through the legs of the animal shown. If you succeed, you make the noise of the animal (for example dog = woof; frog = croak; donkey = hee-haw and so on).
Then you carry on rolling the ball through the legs of the animal next in the row of cards. If you manage to roll the ball through the legs of the right animal, the other players turn the corresponding card round immediately.
Important rolling rules:
- You can roll the ball through the animal from both directions.
- If the same animal appears several times, one after the other, in the row of cards, you have to roll the ball through the animal twice.
- If the roller-ball rolls through another animal, nothing happens.
Hurry up, as the other players will of course be keeping an eye on the hourglass.
Hour-glass run through = scoring. Has the last grain slipped through the hourglass? Whoever notices shouts out loud "Roll around is over!" Immediately, the player puts the box down. For each card successfully played they move their peg forward a square on the edge of the box.
Next player. Then it's the turn of the next player in a clockwise direction, to place the roller-ball into any of the corners of the box. The other players shuffle the twelve cards and arrange them again face up in a row in the center of the table.
End of the Game
Each one rolled three times = end of game, peg furthest ahead = winner. The game ends when each player has had three turns at rolling. Whoever has moved their peg furthest along on the edge of the box wins the game. In the event of a draw, there are several winners.
Hint: Younger children can play with the semi-sphere. The player places the bottom part centered on the semi-sphere and holds the box at the edge with both hands, allowing the box to be tilted forwards, backwards or to the side.
Game 2: Roll around – team variation
Which team will be the quickest to give the right instructions and be the most successful at rolling? A game for two to four rolling gangs.
Game material needed: all six animals, a roller-ball, one wooden disk per team, the peg of the corresponding color, all 12 cards and the hourglass.
Preparation of the Game
Play in teams of two, assembling as in game 1. Always two players make up a rolling team and take a peg and the wooden disk of the corresponding color. The rest of the preparations are the same as in "Rolling round and round".
How to Play
The youngest team may start. The game proceeds as in "Rolling round and round", except for the following changes:
- One player of the team puts the roller-ball into any corner of the box, and then takes the box in their hands.
- The other player puts the pile face down in front of them.
The team rolling starts ... Starting signal. The other teams shout together the starting signal "1, 2, team roll" and the hour-glass is turned around.
Player A draws card and makes sound of animal, player B rolls roller-ball. The player who has the pile draws the first card, looks at it secretly and makes the sound of the animal. The partner tries to guess which animal it is and rolls the roller-ball through the legs of the animal. Once the roller-ball has rolled through the right one, the player puts the card face up on the table. Then they draw the next card and make the corresponding sound.
Hourglass run through = scoring. Has the last grain slipped through the hourglass? The other teams shout "Team Roll is over!" The peg is moved forward a square on the edge of the box for each card successfully played. The turn then passes to the next team in a clockwise direction.
End of the Game
Each player has rolled roller-ball once = end, peg furthest ahead = team wins. The game ends as soon as each team has had one turn at rolling. The team with the peg furthest along on the edge of the box wins the game. In the event of a draw, there are several winning teams.
Game 3: Gambling on the farm
Who is the biggest rolling gambler on the farm?
Game material needed: all six animals, a roller-ball, a wooden disk, the peg of the corresponding color per player, all the 12 cards and the hourglass.
Preparation of the Game
Place animals and roller-ball in box. Play in the bottom part of the game box. Place the animals at random inside the box. Make sure that there is sufficient distance between each of them and that they don't stand too close to the edge. Put the rolling ball in the box.
Pile cards, peg on edge of box, wooden disk in front of player, get ready hourglass. Shuffle the cards and put them face down in a pile. Each player chooses a peg and fixes it to the starting square on the edge of the box where a red hot air balloon is shown. In order to remember one's color, place the wooden disk in front of you. Get ready the hourglass.
How to Play
Whoever can go "mooo!" for the longest time begins. If you cannot agree, the youngest player starts first.
Uncover two cards = bid. Take the pile of cards, take two from the top, uncover them and put them next to each other in the center of the table. These two cards are your fun gambling stake. You bet that you can achieve both cards before the hourglass stops running. Then you pass the pile of cards on to the next player in a clockwise direction.
This player has two options:
- Increase bid = further card. They outbid the last bid and uncover another card placing it face up to the right of the last card and pass the pile to the next player in a clockwise direction.
- Or challenge bid. They challenge the bid of the previous player who then has to play their stake and is the rolling gambler in this round!
Watch out: If the last card of the pile has been uncovered, the next player automatically challenges the bid of the player who uncovered this card.
The gambling fun starts. Shout starting signal, turn round hourglass, hold box with two hands and roll. The other players shout the starting signal "1, 2 gambling fun" and the hourglass is turned around. The rolling gambler takes the bottom part of the box with both hands and tries to play all the cards laid out face up. They start with the first card in the row tilting the roller-ball through the legs of the animal shown. Once they have done this, they should make the sound of the corresponding animal. Immediately the same players should try and put the roller-ball through the next animal's legs.
Important rolling rules:
- You can roll the roller-ball through both sides of the animal.
- If the same animal appears twice in the row, you have to roll the roller-ball twice through the legs of this animal.
- If the roller-ball rolls through another animal, nothing happens.
All cards played = gambler move peg three squares ahead. All cards have been played in the right order? The rolling gambler shouts out loud "Roll over, olé!" They have fulfilled their bid and may move their peg three squares along the edge of the box.
Hour-glass run through = all players except gambler move their pegs one square. Has the last grain slipped through the hourglass before the last card has been played? Whoever notices, shouts out "gambling fun is over!" The player has not fulfilled their bid. Each player, except the gambler, moves their pegs ahead one square along the edge of the game box.
New round. A new gambling round starts. The next player to the left shuffles all the cards, puts them face down in a pile and starts a new round.
End of the Game
Peg first at green hot air balloon = winner. The game ends as soon as a player has fixed their peg to the square with the green hot air balloon (= target square) or even past it. This gambler wins the game. If two or more players have reached this square at the same time, they win together.
Hint: Younger children can use the semi-sphere to make rolling easier.
Game 4: Off track!
Who will flick their wooden disk through the animal course first?
Game material needed: all six animals, six cards (one of each animal), the flicking rod, as well as a wooden disk and the peg of the corresponding color per player.
Preparation of the Game
Animals in box. Play in the bottom part of the box. Put the six animals at random inside the box. Make sure that the animals don't touch each other and that there is sufficient distance between them. Don't place them too close to the edge of the game box.
Each player takes a wooden disk and the peg of the corresponding color.
Wooden disk in box. One by one they place their wooden disk anywhere inside the box.
Lay out six cards, pegs in front of row, get flicking rod ready. Shuffle the six cards (dog, donkey, frog, pig, sheep, and cow) and put them face up in a row in the center of the table. Each player puts their peg next to the first card of the row. Get the flicking rod ready.
How to Play
Whoever is the quickest at shouting "Off track!" three times in a row may start. If you cannot agree, the youngest player starts.
Watch out: In this game the box stays on the table!
Nudge disk with rod. Animal played = move peg on one card. Take the flicking rod and try to flick the wooden disk through the legs of the animal shown on the first card. If you manage to do so, put your peg on the corresponding card. Then try to flick the disk through the legs of the next animal and so on.
Four attempts at flicking. Important kicking rules:
- You are allowed to flick the wooden disk with the kicking rod up to four times in one round. It is not permitted to nudge other wooden disks directly.
- You are allowed to nudge other disks out of the way with your disk. However if as a consequence you flick another disk through the legs of the animal their player has to play next, this player of course can move their peg on one card.
- You are allowed to stand up or carefully turn the box.
Next player. Then the flicking rod is passed on to the next player in a clockwise direction who now has four attempts at flicking.
End of the Game
Peg on last card = winner. The game ends as soon as the first player puts their peg on the last card, thereby winning the game.
Variation: Longer or shorter tracks
At the beginning of the game simply lay out a different number of cards. Make sure, however, that there are never two identical animals next to each other. Who moves their peg to the last card first?