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Honey Moon

Honey Moon Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Goal of the Game
  • Course of Play
    • Special Case: Rolling a 1
  • Activating the Round Counter
  • Checking and Entering the Round Counter (only when the round counter is activated)
  • End of the Game and Final Scoring
  • Points at the End of the Game
  • Variant

Preparation

Take 1 game sheet per person and a pen, and place the die ready. The game sheets have a blue (A) and a purple (B) side. Make sure that everyone plays on the same side. For the first game we recommend using side A.

Goal of the Game

By cleverly digging tunnels you try to get to the tasty sweets in the interior of the moon. The more of them you collect, the more points you get at the end of the game. But beware of the sour pickles, because they bring negative points at the end.

Course of Play

Each round the die is rolled exactly 1 time. The roll always applies to everyone.

With the die result you dig tunnels into the moon. The die number tells how many squares are to be dug.

You start either on a starting square on the surface of the moon (see squares marked in blue in the illustration) or you dig onward from an existing tunnel.

Example: the blue-marked squares represent the starting squares. In the first round a 5 was rolled, and so from an arbitrary starting square 5 squares were dug vertically into the moon.

Each round you may only dig in a straight line, horizontally or vertically. Bending is not allowed. Cross off the squares of your tunnel. The thick rocks are obstacles that you may not dig through.

You must use every roll completely. If you cannot or do not want to, you must pass.

You may use the roll either to extend an existing tunnel or to dig a new tunnel from an existing tunnel at a right angle. The new tunnel may begin at any point of the existing tunnel.

VERY IMPORTANT: Tunnels may never run directly next to each other; there must always be one free square between them. A new tunnel also may never be dug across already existing tunnels or thick rocks!

You dig across sweets (gem/bonbon, gummy bear, honeycomb, marshmallow, chocolate) and pickles. If on the moon you have crossed off a sweet, you mark it in the collection bar on the right by crossing off the next free box in the matching row (starting on the left).

Example: a 3 was rolled and the existing tunnel was dug onward (white crosses). The crossed-off chocolate is entered on the right.

Special Case: Rolling a 1

When you roll a 1 you may decide yourself how many squares you want to dig (1-7). For each square, however, you must strike out one square at the (die symbol). You may only dig as many squares as you still have free squares at the (die symbol). If all squares are used up, then when you roll a 1 you may no longer cross off anything!

Example: here a 1 was rolled and 2 crosses were made. So 2 squares at the (die symbol) were struck out.

Activating the Round Counter

As soon as anyone has crossed off a set of all 5 sweets (bonbon + gummy bear + honeycomb + marshmallow + chocolate), the round counter is activated for everyone. For this, cross off the hourglass!

From now on all of you must watch the round counter in all following rounds.

Checking and Entering the Round Counter (only when the round counter is activated)

Was a 4 or higher rolled? If so, you must first cross off a (die symbol) of the counting bar before you use the die roll completely normally to dig your tunnel.

End of the Game and Final Scoring

The game ends after the round in which the last (die symbol) of the round counter was crossed off.

Points at the End of the Game

You get the following points:

  • For each crossed-off sweet (bonbon / gummy bear / honeycomb / marshmallow / chocolate) you get the points given above the column. There are always only the points for the cross that stands furthest right per sweet. (The columns are headed 1, 3, 6, 10, 15.)

    Example: the honeycombs (yellow crosses) bring 6 points, the chocolate (brown crosses) brings 10 points.

  • For each set of 5 different sweets (bonbon + gummy bear + honeycomb + marshmallow + chocolate) you get 5 points each.

    Example: the first 2 columns are completely filled; that is 2 sets, so 10 points.

  • For each sour pickle that you have crossed off on the game sheet you must subtract 2 points (-2 per pickle).

    Example: 2 pickles were crossed off; that is 4 minus points.

Whoever has the most points wins. In case of a tie, whoever collected more sweets in total wins.

Example (basic game): by the end of the game 3 honeycombs (6 points), 4 chocolates (10 points), 2 gummy bears (3 points), 2 marshmallows (3 points) and 2 bonbons (3 points) were collected. In addition, 2 pickles (4 minus points) were crossed off. In total that gives 35 - 4 points, so 31 points.

Variant

You begin your first tunnel from a starting square on the surface of the moon. From there you dig vertically into the interior of the moon. In all following rounds you must dig onward from an already existing tunnel. It is not permitted to begin a new tunnel from a starting square.