Game of Goose
Game of Goose Rulebook
Table of Contents
Table of Contents
Components
The game box contains: 1 game board, 6 large wooden geese, 2 dice.
Printed description: a race game for 2 to 6 players, ages 5 to 10.
Goal of the Game
The winner is the player who first gets past all the obstacles and reaches the final square, 63, with an exact dice roll.
Setup
Spread the game board on the table. Each participant chooses the colour of their goose. All the geese are placed in front of square 1.
Rule of Play No. 1
The youngest player starts. Play with both dice, moving clockwise. Players advance by the number obtained with the two dice.
Special Squares
Now pay close attention to the following squares:
- 5 – Move back as many squares as you have just advanced.
- 6 – The bridge takes you more quickly to the goal, and you do not get your feet wet; advance to square 12.
- 9 – Move back as many squares as you have just advanced.
- 14 – Advance again by the same number of squares as before.
- 18 – Advance again by the same number of squares as before. If the goose lands in this way on square 23, miss a turn.
- 19 – The night's lodging at the inn is expensive; miss two turns.
- 23 – Move back as many squares as you have just advanced.
- 27 – Move back as many squares as you have just advanced.
- 31 – A good drink of refreshing water clears the mind; play again.
- 32 – Advance again by the same number of squares as before.
- 36 – Advance again by the same number of squares as before.
- 41 – Move back as many squares as you have just advanced.
- 42 – You are lost in the labyrinth; return to square 30.
The first player to complete this course is the winner of the game. If the number of points is greater than the number of squares separating you from square 63, you go as far as square 63 and continue counting your points backwards.
Rule of Play No. 2
At the start of the game, each player receives one goose and 5 tokens (sweets, beans or other counters). Participants play with two dice, taking turns, moving clockwise and advancing by the number obtained with the two dice.
The winner is the player who reaches square 63 with an exact number of points. A player who passes this square must continue backwards.
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3 and 6 – At the start of the game, when a player rolls a 3 and a 6 on the dice, they immediately advance to square 26. The same applies to a player who rolls 4 and 5: they advance in giant strides to square 53.
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Geese – A player who lands on a square showing a goose, namely squares 5, 9, 14, 18, 23, 27, 32, 36, 41, 45, 50, 54 and 59, may advance a second time by the number of points obtained on the dice.
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6 – A player who lands on square 6 advances to square 12 to bathe. This costs 1 token.
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19 – A player who lands on square 19 misses two turns to regain their strength, and pays 1 token for this.
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31 – On square 31 one falls into the well. The unfortunate player struggles until someone comes to pull them out. The rescuer is the next player who stops on this square. For the rescue, one pays 1 token. On its turn, the rescuer continues on its route normally, while the rescued player returns to the square from which the rescuer came.
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42 – On square 42 one gets lost, because one pays 1 token and returns to square 30.
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52 – A player who lands on square 52 remains locked up until the next player lands on this square and comes to free them. For their release, the imprisoned player pays the price of one token. Then both players continue on their way.
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58 – On square 58 you fall asleep. You have the right to start a new life, that is, to resume the game from the starting square.