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Kipp mir Saures

Kipp mir Saures Rulebook

Table of Contents

Table of Contents

  • Components
  • Build the Sweet Factory!
  • What else is needed …
  • What you'll be up to …
  • Drop dice in till it tips …
    • Does a tube tip over?
    • Does no tube tip over?
  • The tubes and their actions
    • 1. The flavor tube
    • 2. The shape tube
    • 3. The packing tube
  • … and the Sweet Factory works on … and on …
  • Packed five times … and the game is over!
  • Now to the sweet-points … and scores
    • Completed Packages
    • Super Selections
    • Bestseller Certificate
  • After the game: tear down the Sweet Factory!

Components

  • 4 boards with the parts to build the Sweet Factory
  • 1 wooden rod
  • 35 cards
  • 36 dice in 3 sizes and 3 colors
  • 60 ingredients in 3 colors
  • 1 rule book
  • 1 construction sheet

Players: 2–4. Age: 8+. Playing time: 45 minutes.

Build the Sweet Factory!

Before the first game, assemble the 3 tubes and the frame. The instructions on the large sheet show you how.

When you have finished, you'll have created the following parts:

  • The flavor tube
  • The shape tube
  • The packing tube
  • The base

Slide the tubes and the rings on to the rod in this order.

It's easiest if you glue the rings around the tubes' holes.

Hang the rod and the tubes on to the base.

Pay attention to the position of the rings and the axel!

And the Sweet Factory is ready. Place it between you! Make sure the Sweet Factory is on a level surface.

What else is needed …

Put the 60 ingredients next to the Sweet Factory, ideally sorted by color. There are golden truffles (yellow), fire caramels (red) and cloud drops (blue).

Shuffle the 28 shape cards and place them as a face-down deck. Reveal 8 cards and lay them out face up and clearly visible. Place the 4 Super Selection cards and the 3 Bestseller Certificate cards nearby.

There are 7 shape cards of each sweet (color). There are also 7 Colorful Selections containing all types.

Take 9 dice each: one of each size in each color.

What you'll be up to …

In the game, you fill the three tubes with dice. This can cause the tubes to tip over and their dice to tumble out. You take turns picking these dice one at a time and carrying out that tube's action.

With the three tubes' actions, you create and pack sweets. When anyone has created 5 such packages, the game ends. Then, the player with the most sweet-points wins.

Drop dice in till it tips …

Whoever was last to eat something sweet starts.

On your turn, choose one of your dice and drop it into a tube of your choice.

Hold the tube! Hold your chosen tube till your die has dropped into it. Only then do you let it go to see if it tips over.

If you don't have any dice left, you can't add to any tube and must skip your turn.

Never look into any tubes. You must try to remember how many dice are in them.

Does a tube tip over?

The dice will fall into the tumble tray. First, you take your choice of one of these dice and perform that tube's action. Then, the player to your left picks one of the remaining dice and carries out the tube's action, then the player to his or her left and so on, each player in turn, till the tumble tray is empty.

Occasionally, more than one tube tips over. This gives you dice in more than one tumble tray to choose from. On your turn, simply choose a die from any tray, nothing else changes. When you pick a die, carry out the action of the tube it came from.

Does no tube tip over?

Nothing happens. The player to your left takes a turn.

The tubes and their actions

1. The flavor tube

Take note of the colors and results of the dice!

  • Place the die you take among your other dice.
  • Take ingredients of its result and color from the supply.
  • If none of its color are in the supply, take ingredients of a second color instead.

The Taste Limit: 10! Once all the tipped-out dice have been taken, no one may keep more than 10 ingredients. Anyone with more must now return any excess (of his or her choice) to the supply. (There's no limit to how many dice you can keep.)

Example: You take the blue die showing a 4, so you get 4 cloud drops from the supply. (If there were only 2 cloud drops left, you'd take those 2 and either 2 golden truffles or 2 fire caramels.)

2. The shape tube

Take note of the colors of the dice – the results only matter for Colorful Selections.

  • Place your chosen die with the rest of your dice.
  • From the (face up) display, take either any one shape card of the die's color, or a Colorful Selection. You can only take a Colorful Selection whose number of ingredients (small black number on the card) matches your die's result.
  • Place your chosen card face up in front of you.
  • Joker Number 6: If you take a die showing a 6, you may take any Colorful Selection of your choice.
  • If there's no matching shape card in the display, you get nothing (but still take your chosen die).

Caution: The number of sweet-points isn't always the same as the number of ingredients! (The example cards show the number of ingredients in the top corner and the sweet-points in the centre.)

Example: The shape tube has tipped these dice into the tumble tray: a red, a blue and a yellow die.

  • If you pick the red die, you may take a red shape card of your choice. (You can't take any Colorful Selection, as there is none with 3 ingredients in the display.)
  • If you pick the blue die, you may take either of the blue shape cards or the Colorful Selection with 4 ingredients.
  • If you pick the yellow die showing a 6, you may take either of the yellow shape cards or any Colorful Selection.

Once all of the tipped-out dice have been picked, fill the display back up to 8 shape cards. If the deck runs out, carry on playing, even if the last card from the display has been picked. In this rare case, you can no longer add dice to the shape tube.

3. The packing tube

Take note of the colors of the dice, but not their results!

  • Place the die you pick on one of your shape cards of the same color or on one of your Colorful Selections. The shape card will become a completed pack of sweets.
  • For this, return ingredients to the supply:
    • of the quantity shown on the card
    • and
      • of the color of the card you put your die on
      • or
      • of all three colors, if it's a Colorful Selection.
  • If you don't have enough ingredients, or if you don't want to complete it, add the die you picked to the rest of your dice and do nothing else.

Take care: The die you pick doesn't determine how many ingredients you must use. The shape card you are packing shows how many ingredients you must use!

Example: You use the red die to "pack" a red shape card: You use up 4 of your fire caramels, as the red card shows 4 ingredients.

Example: With any die you "pack" a Colorful Selection. You use up 5 ingredients, as the card shows 5 ingredients. Each of the 3 colors must be included.

… and the Sweet Factory works on … and on …

Once all of the tipped-out dice have been picked, the player to the left of whoever tipped the tube over takes the next turn.

Now you take turns adding to the tubes again, till once more one of them tips over.

Packed five times … and the game is over!

If you've placed dice on 5 shape cards, you've completed 5 packages. If there are still any dice in trays, continue playing till they've all been picked. Then the game ends and you add up your sweet-points.

It's possible that several players complete five or even more packages.

The game can end earlier than usual if all the dice have been added to tubes but no tube has tipped over (which is how you get more dice).

Now to the sweet-points … and scores

You earn sweet-points for:

  • completed packages
  • Super Selections
  • Bestseller Certificates

Completed Packages

Add up the sweet-points of your completed packages.

Example: You've completed 4 of your packages. They grant you 15 sweet-points. Neither of your uncompleted shape cards grants you any sweet-points.

Super Selections

If you have completed at least one package each of fire caramels, cloud drops, golden truffles and colorful selections, you get a Super Selection card worth 5 sweet-points.

Example: You have them all: colorful selection, fire caramels, cloud drops and golden truffles. They lie on the table in front of you with dice on them. You gain one Super Selection card.

Bestseller Certificate

For each color, check who has placed the most dice of that color on to his or her shape cards. That player gets the Bestseller Certificate for that color. Each Bestseller Certificate is worth 5 sweet-points.

If more than one player has the most dice of a color, nobody gets a certificate for that sweet.

Example: You have completed five packages and so ended the game. In the same turn, only Fiona could also pack five. You have used more yellow dice (2) to pack sweets than has any other player. You therefore are awarded the Bestseller Certificate for Golden Truffles. For having the most blue dice, Fiona is awarded the Bestseller Certificate for Cloud Drops. Nobody gets the Certificate for Fire Caramels, as both Patrick and Natasha are in first place (3 red dice each).

You earn points as follows: Your completed packages bring you 25 sweet-points. As you have packed sweets of all 4 types, you get a Super Selection card. For having the most yellow dice you get the Bestseller Certificate for Golden Truffles. Your score is 35 sweet-points.

Fiona gets 20 sweet-points for her completed packages. The Bestseller Certificate for Cloud Drops gives her 5 sweet-points, and she also gets a Super Selection card. Fiona's score is 30 sweet-points.

Patrick got neither a Super Selection card nor a Bestseller Certificate. He only gets sweet-points for his completed packages. Patrick's score is 16 sweet-points.

As Natasha didn't pack her golden truffle shape card, she doesn't get a Super Selection. As she tied with Patrick for red dice she also misses out on the (red) Bestseller Certificate. Natasha's score is 21 sweet-points.

Whoever has earned the most sweet-points wins! Ties are allowed.

After the game: tear down the Sweet Factory!

There's no need to take the tubes apart. You can store them as they are in the box.

After the game, remove the silver middle-section from the base. No need to take the gold and copper parts of the base apart. You can put them in the box assembled.