Hansel & Gretel
Hansel & Gretel Rulebook
Table of Contents
Table of Contents
Object of the Game
Hansel & Gretel is a COOPERATIVE GAME in which you work together to help the children eat 5 gingerbread cookies from Baba Jaga's cottage. During the game you try to build complete pictures of sweets. Each time you succeed, you win a gingerbread token from the cottage. When you collect 5 such tokens, the game immediately ends in victory for the players. But beware of the wicked Baba Jaga, who will try to catch you!
Components
- 40 sweets tiles
- 4 Baba Jaga hat tiles
- 8 gingerbread tokens
- 2 starting tiles
- 3 wooden pawns (Hansel, Gretel, Baba Jaga)
- Baba Jaga's cottage
- the rulebook
Assembling the Cottage
Before your first game, assemble Baba Jaga's cottage. Parts: A (walls), B (roof), C (base).
- Carefully remove parts A and B from the punchboards.
- Fold the walls of the cottage (A) and shape them as in the picture.
- Insert the walls of the cottage (A) into the base (C).
- Fold the roof and shape it carefully as in the picture.
- Place the roof (B) on the walls of the cottage (A).
Note: all 4 wings of the roof must be placed on the tabs in the walls of the cottage at the same time.
Note: the order matters. First insert the walls into the base, only then assemble the roof!
Setup
Separate the Baba Jaga hats and the starting tiles from the other tiles. Then shuffle the sweets tiles.
Deal 2 face-up (picture side up) sweets tiles to each player, and divide the remaining tiles into 4 stacks (try to make them of roughly equal height). Add 1 Baba Jaga hat to each stack. Then shuffle each stack separately and place it face down in a spot easily accessible to all players.
Place the pawns on their starting positions on the board (the edge of the box):
- Baba Jaga on the purple space.
- Hansel and Gretel on the space with the red and green split marking.
Shuffle the gingerbread tokens and place 5 of them on the roof of Baba Jaga's cottage. Put the rest back in the box; they do not take part in the game.
In the middle of the table place the appropriate starting tile (it can be freely rotated):
- 2 players: the tile with 2 purple dots (one of the two)
- 3 players: the tile with 3 purple dots
- 4 players: the tile with 4 purple dots
Course of the Game
The game is started by the youngest player, or whoever last ate gingerbread cookies.
The game consists of consecutive rounds. In each round the players take 1 turn each, in clockwise order.
On your turn, choose 1 of your 2 sweets tiles and add it to the tiles already on the table so that its edge touches at least 1 other tile. Tiles may not touch only at corners. You may rotate the tile you place. If you have managed to complete a full picture of sweets, as a reward the players take 1 gingerbread token from the roof of the cottage and put it on the table. This way they know how many gingerbread cookies they have already eaten.
After your turn, draw a new tile from any stack, so that you always have 2 face-up tiles in front of you at the end of your turn.
When all players have taken their turn, the round ends.
Baba Jaga Hat Tile
If, when drawing a tile, a player reveals a Baba Jaga hat, they must immediately move her pawn along the edge of the box by as many spaces as there are purple dots on the outer edges of the layout of tiles (see "End of the Round" below). After moving the pawn, the player puts the Baba Jaga hat back into the box and draws a new sweets tile in its place. Then the next player begins their turn.
Gingerbread Tokens
After winning a gingerbread token, flip it over to see what bonus you received. You may use it at any moment and in any order. Decide together when you want to use it. After using the bonus, turn the token to the gingerbread side. You do not lose it because of this; it still counts toward the number of gingerbread cookies you must collect.
Bonuses:
- Move any pawn by 1 space in any direction.
- Move any pawn by 2 spaces in any direction.
- You may cancel the move of any pawn.
End of the Round
After the last player's turn, the round ends. Then move each pawn clockwise. Hansel and Gretel move first, then Baba Jaga. Pawns are moved by as many spaces as there are dots of the given color on the outer edge of the layout of tiles.
Note: when placing tiles, the colors of the dots do not matter! They only serve to determine the number of spaces by which the pawns will move at the end of the round.
In the example in the rulebook (a layout of tiles with dots on its outer edge), at the end of the round the players move Hansel 6 spaces, Gretel 2 spaces and Baba Jaga 4 spaces.
End of the Game
The game can end in 3 ways:
- When the players manage to collect 5 gingerbread tokens, the game immediately ends in a victory for the players.
- When Baba Jaga catches at least one of the children, that is, when her pawn lands on the same space as Hansel's or Gretel's pawn, or when it passes it, the game immediately ends in a loss for the players.
- When one of the children runs fast and catches up with Baba Jaga, that is, when Hansel's or Gretel's pawn stops on the same space as Baba Jaga's pawn or passes it, the game immediately ends in a loss for the players.
Difficulty Level
You can make the game harder. In that case do not use the bonus actions hidden under the gingerbread tokens. Use the tokens only as information on how many more tokens you must collect to win.
Sweets Tiles
Star
This magic cookie allows you to draw a gingerbread token immediately after placing it.
Chocolates
To make a full set, you must complete all 5 chocolates. You can arrange them in any shape, as long as you do not break the tile placement rules.
Crumbs
This is an element that makes the game harder; you do not receive gingerbread tokens for it.