Harry Hopper
Harry Hopper Rulebook
Table of Contents
Table of Contents
Contents
- 19 grass blades (9 light green, 9 dark green, 1 red)
- 2 grasshoppers (1 light green, 1 dark green)
- 1 grasshopper bag (for transport and storage)
Safety
Caution! There is a risk of injury!
- During play, make sure you do not aim the grasshopper at another player's face.
- Keep enough distance from the player who is currently flipping the grasshopper.
- Make sure you only play with the grasshopper where it cannot cause any damage.
*The arm's length figure is intended only as a guide for the distance between grasshopper and grass blade. Players may adjust it according to age and skill.
Abgegrast!
Dexterity game for team players. For 2–4 players, ages 6 and up.
Goal of the Game
The grasshopper team that first knocks over all grass blades of its own colour with its grasshopper and then, at the end, knocks over the red grass blade, wins the game.
Setup
You need a lot of space on the table for this game. Alternatively, you can play on the floor.
First place the red grass blade in the middle of the table and arrange the other grass blades around it in two circles. The inner circle holds 6 grass blades (3 light green and 3 dark green); the outer circle holds 12 grass blades (6 light green and 6 dark green).
Arrange the grass blades in the circles so that next to a light green grass blade there is always a dark green one, and vice versa. Between the red grass blade and the inner circle you must keep a distance of one grasshopper length, and likewise between the inner circle and the outer circle.
Forming the Grasshopper Teams
Now divide the players into two grasshopper teams. How the teams are formed is up to you. Two against two can be played, or one against three, or two against one, and so on. Each team chooses one grasshopper: one team plays with the light green grasshopper, the other with the dark green grasshopper. The light green grass blades belong to the team with the light green grasshopper, and the dark green grass blades belong to the team with the dark green grasshopper.
Team Setup
The two grasshopper teams sit or stand on two opposite sides of the table.
Getting Started
The team with the youngest player begins. One team member takes a grasshopper and chooses a suitable take-off spot. Place the grasshopper so that it is as well aligned as possible with a grass blade of its own colour. The grasshopper must keep a minimum distance from all surrounding grass blades, equal to half an arm's length* of the player.
To flip the grasshopper into the air, the player presses the two wingtips of the grasshopper down with a finger and lets go. With some practice and skill, you can steer the direction, height and flight distance of the grasshopper quite well.
Important: the grasshopper may not be repositioned during the entire game! The landing spot of the grasshopper is always its new take-off spot.
The next team member must therefore let the grasshopper take off from the spot where it landed with the previous player. You may, however, turn the grasshopper in a different direction to reach an obstacle better.
Turn Rules
- All of your own grass blades, but also all opposing grass blades that are knocked over by the grasshopper, must be removed from the playing area and from the game.
- If the red grass blade is knocked over while your own grass blades are still standing, the player must set the red grass blade up again. In addition, the opposing team may take any one of its own grass blades from the playing area and from the game. Important: this rule also applies if the last of your own grass blades is knocked over at the same time as the red grass blade!
- If the grasshopper knocks over no grass blades, nothing happens.
Afterwards the player takes the grasshopper from the playing area and places it ready beside the playing area for the next team member. Now the other grasshopper team is up and plays as just described. Make sure that every member of the team takes a turn in alternation.
End of Game
If a team has knocked over all of its own grass blades, it must knock over the red grass blade. The grasshopper team that first knocks over the red grass blade at the end wins the game!
Grashüpfer-Parcours
Dexterity game for flipping pros. For 2–4 players, ages 6 and up.
Goal of the Game
The team that first masters the obstacle course with its grasshopper and then, at the end, knocks over the red grass blade, wins the game.
Setup
This game is best played on the floor, in a place with plenty of room. Build your own obstacle course with the grass blades.
Choose suitable spots in the room and, at each spot, set up two grass blades (one light green and one dark green) in a row. The distance from one obstacle to the next must be at least one whole arm's length*.
At the end of the course, set up the red grass blade. Then determine the take-off spot, which must again be at least one whole arm's length* away from the first grass blade. Place your grasshoppers there.
Tip for Building the Course
When building the course, you can let your creativity run free and arrange the grass blades at different heights or hide them slightly. Design the course somewhat easier at first, and think up harder obstacles once you are more practised.
Make sure the grass blades do not stand too tall (maximum height 40 cm), so that you can still reach them with the grasshopper.
Forming the Teams
Now divide the players into two teams. How the teams are formed is again up to you. Each team chooses the grasshopper with which it wants to master the course: one team plays with the light green grasshopper, the other with the dark green grasshopper. The light green grass blades belong to the team with the light green grasshopper, and the dark green grass blades belong to the team with the dark green grasshopper.
Team Setup
There is no fixed place. Team members may move freely around the room during the game.
Getting Started
The team with the youngest player begins. That player aims the grasshopper at the first obstacle of the course.
Important: you must knock over the obstacles of the course in order, even if another obstacle is easier to reach.
To flip the grasshopper into the air, the player presses the two wingtips of the grasshopper down with a finger and lets go.
- If the grasshopper knocks over its own grass blade or both grass blades, the player takes the grass blade of his team colour. The opposing team's grass blade is set up again if necessary. Afterwards the player may flip the grasshopper once more right away and try to knock over the next obstacle as well. If the grasshopper knocks over its own grass blade this time too, the player receives a further extra jump, and so on.
- If the grasshopper knocks over only the opposing team's grass blade, the player must set that grass blade up again. The player receives no grass blade.
- If the grasshopper knocks over no grass blade, nothing happens.
Now the other team is up and plays as just described. Make sure that every member of the team takes a turn in alternation.
Important: the grasshopper may not be repositioned during the entire game! The landing spot of the grasshopper is always its new take-off spot.
The next team member must therefore let the grasshopper take off from the spot where it landed with the previous player. You may, however, turn the grasshopper in a different direction to reach an obstacle better.
End of Game
If a team has mastered the course, it tries at the end to knock over the red grass blade. The team that first knocks over the red grass blade with its grasshopper wins the game!