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Geistermühle

Geistermühle Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Play
    • 1) Two numbers
    • 2) One number and one mill wheel
    • 3) Two mill wheels
    • Loading one flour sack
    • Carrying a flour sack home
  • Ghosts
  • End of the Game

Components

a) 1 wooden mill wheel b) 1 game board c) 2 dice (faces as printed: 2, 3, 3, 3 and 1, 1, 2, 2, 3) d) 4 magnetic figures (red, blue, green and yellow) e) 16 full flour sacks (red, blue, green and yellow) f) 12 empty flour sacks

Setup

Take the components out carefully before the first game.

  1. Place the wooden mill wheel in the box and lay the game board on it. Attach the mill wheel by turning it once until it stops.

  2. Insert the 16 full flour sacks into the holes of the same colours on the game board.

  3. Each player takes 3 empty flour sacks and places them in front of themselves.

  4. Choose a figure and place it on the corner field of the same colour.

  5. Keep the two dice ready.

Each player must try to load 3 full flour sacks of their own colour and bring them home safely. But be careful! Ghosts are roaming nearby and will try to frighten you…

How to Play

The players decide the order of turns. The player who most recently shook the flour off their hands goes first. On your turn, roll both dice. If the dice show:

1) Two numbers

In this case you must decide how far you want to move your figure. You have a choice: a) you move by the value of only one die; b) you add the two numbers together.

Move your figure on the board, to the right or to the left according to the number. If another figure already stands on the field you land on, place your figure on the next free field in the direction you are moving.

2) One number and one mill wheel

Move your figure forward by as many fields as the die shows. Then turn the mill wheel once in the direction of the arrow, until it stops.

3) Two mill wheels

Your figure stays where it is, and you turn the mill wheel twice in the direction indicated by the arrow.

Loading one flour sack

If your figure ends up next to one of the flour sacks of your colour, you may load it immediately. To do so, place the sack into the hole on the figure.

Your turn ends here, and the next player's turn begins.

Carrying a flour sack home

If you reach your corner field with a flour sack, you have completed the task. Any excess points on the die are not counted. Place the full sack in front of you and insert an empty sack into the free hole. Your turn ends, and the next player's turn begins.

Ghosts

Did you turn the mill wheel and the ghosts frightened you? Then place the figures that jumped out onto their corner field, and insert the loaded flour sacks back into their holes on the board. Your turn ends here, and the next player's turn begins.

Tip: If you look closely while the wheel turns, you can see the ghosts racing by! "Keep your ears open with the ghosts, or they will frighten you to death!"

End of the Game

The winner is the first player to bring 3 full flour sacks to their corner field!