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Hippo

Hippo Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Goal of the Game
  • Preparation
  • How to Play
    • How to place a chip in a swimming lane
    • Attention
    • Bonus
  • End of the Game

Game Material

  • 48 chips (12 of each color: red, green, violet and yellow)
  • 3 dice
  • 1 game board
  • 1 rule booklet

Players: 2-4. Age: 6+. Playing time: 15 minutes.

Goal of the Game

Be the first to get rid of all of your chips by placing them strategically in Mr. Hippo's swimming pool. The swimming lanes are numbered from 1 to 12. Lane number 7 is Mr. Hippo's private section of the pool.

Preparation

  1. Set up the board. Each player receives 12 chips of the same color. These chips are the players' stock. Place the stock, where everyone can see, in front of each player just off the board.
  2. Each player rolls the dice once. The player with the highest number starts the game. The game continues in a clockwise direction.

How to Play

Roll all three dice at once to decide in which lanes to place your chips. Each turn, you can place up to three chips. Alternatively, you can also add up the numbers to allow you to place the chips in lanes with a value higher than 1. If you choose to do this, you will place less than three chips.

Example: The three dice show the numbers 6 + 4 + 2 giving the following possibilities:

  • You can place three chips in lanes 2, 4 and 6.
  • You can place two chips in lanes 2 and 10 (6+4).
  • You can place two chips in lanes 4 and 8 (6+2).
  • You can place two chips in lane 6 (6 and 4+2).
  • You can place one chip in lane 12 (6+4+2).

How to place a chip in a swimming lane

  1. Place the chip in the bottom field of a swimming lane. If the bottom field is occupied, simply move the occupying chip to the field above. This means that when adding a chip to a lane, you can move the chips in the same lane up by one field. A maximum of 3 chips may be placed in each lane. If you want to add a chip at the bottom, the chip in the highest field may be kicked out. This means that when a lane is full, you can still place your chip by removing the top chip belonging to another player.
  2. Chips that were removed must be returned to the player's stock of the same colour. Removed chips must be returned to the players who placed them (i.e. a stock of the same color).

Attention

If you place a chip at the bottom and kick out one of your own chips at the top, you receive a penalty, you must take all the chips in that swimming lane, no matter what color they are.

This means that a player can have chips of various colors in their stock. When it's your turn again, you must place the other colours first. These chips will then be the property of the other players once again.

Bonus

If you can add up two or three dice to make 7, you get a bonus!

  1. You can place your chip in Mr. Hippo's no swim zone. The no swim zone can take an unlimited number of chips. Mr. Hippo takes good care of the chips in his private section of the pool. There is no danger of anyone having to take back chips that have got kicked out of the game.
    • Don't forget: When the numbers of two dice add up to 7, you must place the third chip in the pool, according to the number on the third die. You do not necessarily have to use the possible sum of 7, because you are not obliged to add up the numbers.
  2. You now get a bonus: another go! Simply throw the three dice again and place your chips accordingly.
    • If your dice can add up to the number 7 again when playing your second time, you may place the chips in Mr. Hippo's no swim zone, as before, but you are not allowed to roll the dice a third time.

End of the Game

The first player to get rid of all their chips wins the game!