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EXIT: Das Spiel – Die Känguru-Eskapaden thumbnail

EXIT: Das Spiel – Die Känguru-Eskapaden

EXIT: Das Spiel – Die Känguru-Eskapaden Rulebook

Table of Contents

Table of Contents

  • Caution
  • The Free Explanatory App
  • Game Materials
  • Game Setup
  • Where Is the Game Board?
  • Course of Play
    • Is the Code Incorrect?
    • Is the Code Possibly Correct?
    • Where Can You See the Code Symbol?
    • Is the Code Really Correct?
    • Is the Code Wrong After All?
    • IMPORTANT
  • Do You Need Help?
  • Additional Game Materials
  • When Does the Game End?
  • The Game Begins
  • Certificate
  • Info About the Game
  • Credits

Caution

CAUTION: Do not look at the game materials (cards, book, etc.) more closely before starting!

First, read this rulebook aloud together and carry out all instructions exactly.

IMPORTANT: You may not look at any game material more closely before the game! Do not leaf through the book yet, and do not look at the front sides of the cards. Wait until "the game" allows you to.

The Free Explanatory App

The free KOSMOS Explanatory App ("Erklär-App") offers:

  • Playing without reading the rules
  • An atmospheric soundtrack
  • A digital timer
  • The book texts read aloud by Marc-Uwe Kling

Check compatibility in your app store. Download the free "Erklär-App".

Game Materials

80 Cards

  • 19 Riddle cards
  • 31 Answer cards
  • 30 Help cards

5 Strange items

1 Sealed poster

1 Book

1 Decoder disk

In addition, you will need pens (ideally ball-point pens, pencils and an eraser), one or more sheets of paper, a pair of scissors, and a watch (ideally a stopwatch) to measure your time. Alternatively you can use the digital timer. That way you can also have the texts found in the book read aloud to you by Marc-Uwe Kling. To do so, select the game in the KOSMOS Explanatory App and press the hourglass.

Every copy of this game is assembled with great care. Individual faults can nevertheless happen. Please check before playing whether the game material is complete. If something is missing, do not start the game and contact: [email protected]

Game Setup

Place the book and the decoder disk ready on the table. Leave the "strange items" and the "sealed poster" in the box for now.

Sort the cards by their backs into three stacks:

  • Riddle cards
  • Answer cards
  • Help cards

Make sure that you do not see any front sides while doing this.

Check whether the riddle cards and answer cards are sorted in ascending order by their letters and numbers respectively. Sort the help cards separately by symbol. Then place them at the edge of the table. Cards with the same symbol are stacked on top of one another so that the "1st CLUE" card lies on the "2nd CLUE" card, and that one in turn on the "SOLUTION" card.

Where Is the Game Board?

This game has no game board! What there is to discover in the game and what the rooms look like, you have to find out for yourselves. At the start of the game you only have the book and the decoder disk available.

Over the course of the game, riddle cards are added — you either find them in illustrations or they are referred to in the texts. Whenever this is the case, you may search out the corresponding cards from the stack of riddle cards and look at them. You may likewise only use the "strange items" and the "sealed poster" in the box once you are expressly told that you have found them. Until then they must stay in the box, unused!

Example: When you see such an illustration, you may immediately search out the corresponding riddle card from the stack and look at it (here riddle card G).

Course of Play

Your goal is to work together to pass the entrance exam into the Asocial Network in the shortest possible time. To do so you have to solve a series of riddles and thereby open locked objects.

As soon as the game has begun, you may open the book at pages 2 and 3 and read. Over the course of the game you will repeatedly find objects that are locked with a three-digit number code. To open them, you must work out the matching code and set it on the decoder disk.

On the outer edge of the disk, 10 different symbols are pictured. Each symbol stands for one code to be solved. Which symbol belongs to which code, however, you have to find out for yourselves. For that it is advisable to pay attention to every detail. If you believe you can crack a code, set it under the corresponding symbol on the disk. A number then appears in the viewing window of the smallest disk. This gives the number of the answer card that you may then look at.

If the code was wrong, you have to keep looking for a solution, or first continue puzzling elsewhere. If the code was correct, the answer card tells you how to proceed.

Example: You have determined the code 2 3 8 as the solution for the riddle with a given symbol. You now set this combination underneath that symbol on the decoder disk. The number of the answer card that you may then search out of the stack and look at appears in the little window.

Is the Code Incorrect?

Then the answer card tells you so. In that case, simply sort the card back into the stack and look at the riddle you have just solved incorrectly once more — perhaps you have overlooked something. Sometimes clues are still missing that you need in order to be able to solve the riddle at all. In that case you have to carry on somewhere else.

Whether right or wrong: sort every answer card back into the stack of answer cards immediately afterwards.

Is the Code Possibly Correct?

Then the answer card shows an overview asking: "Where can you see the code symbol?" — a grid of locked objects, each next to the number of a further answer card.

Where Can You See the Code Symbol?

Good question! To answer it, you have to look closely at the pictures in the book or on the riddle cards. All the possible locked objects are found there. All of these objects are marked with a symbol. In our example it is about the little wooden box with a given symbol on it. So you look at the answer card next to the little wooden box and see that you should now search out answer card 4 from the stack.

Caution: You must be able to see the object with the symbol on a riddle card or in the book in order to be able to open it. You cannot open anything you have not yet found — exactly as in a real exit room.

Is the Code Really Correct?

Then the answer card tells you how things continue. You will find one or more new riddle cards that you may immediately search out of the stack of riddle cards and look at.

Is the Code Wrong After All?

Well, then you have made a mistake and have to think again in order to arrive at a different code.

IMPORTANT

  • Whether wrong or right — sort all answer cards back into the stack of answer cards.
  • All codes can be decoded logically. So it is not a matter of simply trying out all possible combinations on the rotating disk.

Do You Need Help?

Of course the game can also give you assistance if you ever get stuck. For every code there are three matching help cards, which you recognize by the symbol on the back.

Every "1st CLUE" help card reveals, besides a first useful tip, which riddle cards you must have found in order to be able to solve the corresponding riddle.

The "2nd CLUE" help cards help you somewhat more concretely to find a solution for the corresponding riddle.

The "SOLUTION" help cards give you the solution to the riddle.

IMPORTANT: Always take help cards that belong to a particular riddle card or a riddle in the book. These riddles are mostly marked with a symbol (in the same way as on the decoder disk). It does not help you to use help cards if you have not yet found a riddle for the corresponding symbol.

So have a little patience — many riddles can only be solved with the help of several riddle cards. You do not always have all the cards to hand right away. Sometimes you first have to deal with other riddles in order to get new cards. But also do not be shy about using help cards if you get stuck once.

Place used help cards on a face-up discard pile.

Additional Game Materials

In addition to the game material included, you still need paper and a pen to make notes.

You also need a watch/stopwatch and a pair of scissors.

IMPORTANT: You may write on the material, fold it or tear it up … Everything is allowed and sometimes even necessary. You can play the game only a single time — after that you know all the riddles and no longer need the game material! Use a pair of scissors to cut material up.

When Does the Game End?

The game ends when you have solved the last riddle and have been admitted into the Asocial Network. A card will tell you this.

Start a stopwatch at the beginning of the game so that you know how long you needed.

You can look up in the following table how good you were. For the number of help cards used, only the cards that revealed new clues/solutions to you count, of course. If a help card only stated something you already knew anyway, that help card does not count for the assessment.

TimeNo Help Cards1–2 Help Cards3–5 Help Cards6–10 Help Cards> 10 Help Cards
< 75 Min.10 Stars8 Stars7 Stars5 Stars4 Stars
< 90 Min.9 Stars7 Stars6 Stars4 Stars3 Stars
≤ 120 Min.8 Stars6 Stars5 Stars3 Stars2 Stars
> 120 Min.7 Stars5 Stars4 Stars2 Stars1 Star

The Game Begins

What are you waiting for? Start the stopwatch now and get going! From now on you may look at pages 2 and 3 of the book and begin puzzling. During the game, do not be shy about reading up in the rulebook again if something is unclear.

Tip: It is best to set aside game material that you have successfully used for the solution of a riddle. That way you keep a better overview. Only the illustrations of the locations are needed for several riddles.

Certificate

The rulebook ends with a fill-in certificate recording: the names of the players; the date and place at which they were successfully admitted into the Asocial Network; the minutes and seconds they needed; the total number of help cards used; the number of stars achieved in the assessment; the funniest riddle; the trickiest riddle; and who solved that riddle.

Info About the Game

This game can only be played once. To solve the riddles it is necessary to write on, fold and cut up game material. This makes especially varied riddles possible. We at KOSMOS attach great importance to producing the EXIT games in Germany. The paper and cardboard components contained are recyclable! You can find more information on this topic at: exit-das-spiel.de

Credits

The authors and KOSMOS thank all the test players and rule readers.

The Authors: Marc-Uwe Kling sings songs in the working group Future, tells stories about the kangaroo, and has now, together with that same kangaroo, also devised the texts for this EXIT game. Inka & Markus Brand live with their children Lukas and Emely in Gummersbach. Together they have published numerous children's and family games and won many prizes.

EXIT concept: KOSMOS (Ralph Querfurth, Sandra Dochtermann). Illustration: Astrid Henn, Alexander Klein. Cover illustration: Silvia Christoph. Title graphics: Michaela Kienle. Graphics: Sensit Communication GmbH. Editing: Ralph Querfurth.

© 2019 Marc-Uwe Kling. © 2019 Franckh-Kosmos Verlags-GmbH & Co. KG, Pfizerstr. 5–7, D-70184 Stuttgart. Tel.: +49 711 2191-0, Fax: +49 711 2191-199. [email protected], kosmos.de. All rights reserved. MADE IN GERMANY. Art. no. 695071.