Mein erster Spieleschatz
Mein erster Spieleschatz Rulebook
Table of Contents
Table of Contents
Overview of the Games
| # | Game | Players | Age |
|---|---|---|---|
| 1 | Lass dich nicht ärgern, Bauer! (Don't get annoyed, Farmer!) | 2 - 4 | 3+ |
| 2 | Der fleißige Bauer (The Hard-Working Farmer) | 1 - 6 | 3+ |
| 3 | Wir gehen einkaufen (We Go Shopping) | 2 - 4 | 3+ |
| 4 | Auf die Weide, fertig, los! (To the Pasture, Ready, Go!) | 2 - 6 | 3+ |
| 5 | Wiese und Stall (Meadow and Barn) | 2 - 6 | 3+ |
| 6 | Muh Muh | 2 - 5 | 4+ |
Game Contents
- 3 horses, 3 cows, 3 pigs, 3 sheep
- 2 red apples, 2 plums, 2 eggs, 2 pieces of cheese, 2 lettuces, 2 carrots
- 1 farmer
- 1 dot die (Punktewürfel), 1 colour die (Farbwürfel)
- 6 stars, 1 moon
- 1 rulebook
- 1 game board "Farm" (Bauernhof) and "Market" (Markt) (front: Farm; back: Market)
- 1 game board "Pasture" (Weide) and "Don't get annoyed, Farmer!" (front: Pasture; back: Don't get annoyed, Farmer!)
- 32 playing cards (front and back)
- 32 memo cards with the backs "Meadow" (Wiese) and "Barn" (Stall)
- 4 shopping lists
- 3 farm discs (Bauernhofscheiben)
1. Lass dich nicht ärgern, Bauer!
The child-friendly version of the classic, for 2 - 4 children aged 3 and up.
Game Material
1 game board "Lass dich nicht ärgern, Bauer!", 3 sheep, 3 horses, 3 pigs, 3 cows, 1 dot die.
Setup
Place the game board in the middle of the table. Each child takes three animals of the same kind and puts them in the corresponding barn. Keep the dot die ready.
Game Play
You play in turn, clockwise. Whoever last fed an animal may begin. If you cannot agree, the youngest child begins.
Now try to make your animals run one lap around the farm to the right feeding place. You can tell which feeding place you must take your animals to by the food. The horses like carrots, the cows like to eat hay, the sheep want lettuce, and the pigs are hungry for tasty red apples today.
When it is your turn, first roll the dot die.
What does the die show?
- 3 dots? What luck! You decide whether you take one of your animals out of your barn and put it on the space in front of it, or move an animal that is already on the path three spaces clockwise.
- 1 or 2 dots? You may move one of your animals that is already on the path forward that many spaces clockwise.
Then it is the next child's turn to roll.
Important Notes
- If you have no animals on the path, you must first get an animal out of the barn. This is possible if you have rolled three dots. Per turn you have up to three tries for this.
- If at least one of your animals is already on the path, you may roll only once and move an animal that many spaces forward.
- When moving, all spaces are counted, including occupied ones.
- Several animals may stand on one space.
- With an animal you must always move the full number of dots.
- The feeding place must be reached with the exact number of dots. If you cannot move your animal because of this, it unfortunately has to stay where it is.
End of the Game
The game ends as soon as a child has moved its three animals onto the corresponding feeding place; that child wins.
Variant
If you land on a space on which an animal of another player is already standing, you may "throw it out" and put it back in its barn. That animal has to begin a new lap.
2. Der fleißige Bauer
A cooperative colour-die game for 1 - 6 children aged 3 and up.
Game Material
1 game board "Farm", 3 farm discs, 6 stars, 1 moon, 1 farmer, 1 colour die.
Setup
Place the game board in the middle of the table and put the farmer on the farmhouse. Keep the stars, the three farm discs, the moon and the colour die ready.
Game Play
You play in turn, clockwise. Whoever last picked fruit may begin. If you cannot agree, the youngest child begins.
Together you help the farmer with his daily work: feeding animals, picking fruit and harvesting grain. When it is your turn, you roll the colour die. Then look at where the farmer is standing.
Is there a flower on the next space clockwise in the colour that the die shows?
- Yes? What luck! You may move the farmer onto the next space.
- No? Too bad! The farmer is tired and unfortunately has to stay where he is. Time passes: therefore put a star in the sky in the middle of the game board.
Then it is the next child's turn to roll.
Important Notes
- The large spaces in the corners of the game board count like normal spaces and can likewise only be entered with the matching colour.
- Look closely! Some flowers grow a little hidden.
- When you leave a large space, you may put the matching farm disc on it, because you have completed this task!
- When all stars are used up, you put the moon in the sky.
End of the Game
The game ends when all tasks are done and the farmer has reached his house before the moon has risen. The hard-working helpers have won together.
If the moon rises before the farmer reaches his house, you unfortunately could not finish all tasks in time and have lost together. Try again right away, because a new day brings new luck.
3. Wir gehen einkaufen
A first colour-die shopping game for 2 - 4 children aged 3 and up.
Game Material
1 game board "Market", 4 shopping lists, 2 red apples, 2 plums, 2 eggs, 2 pieces of cheese, 2 lettuces, 2 carrots, 1 colour die.
Setup
Place the game board in the middle of the table. Distribute the foods among the baskets in front of the matching market stalls. Each child takes a shopping list. Keep the colour die ready.
Game Play
You play in turn, clockwise. Whoever was last at a market may begin. If you cannot agree, the youngest child begins and tries to be the first to buy all the ingredients on his shopping list at the market.
When it is your turn, first roll the colour die.
Does the die show the colour of an ingredient on your shopping list?
- Yes? If you do not have it yet, take the ingredient from the game board and put it on your shopping list. If you have already collected this ingredient, you may not take it.
- No? Too bad. You may not take an ingredient.
Then it is the next child's turn to roll.
End of the Game
The game ends as soon as a child has bought all the foods on his shopping list; that child wins.
4. Auf die Weide, fertig, los!
An exciting memo-dice game for 2 - 6 children aged 3 and up.
Game Material
1 game board "Pasture", 16 memo cards with meadow back, 1 farmer, 1 dot die.
Setup
Place the game board in the middle of the table. Distribute the 16 memo cards on the pasture and put the farmer on any space of the path. Keep the dot die ready.
Game Play
You play in turn, clockwise. Whoever can say "green grass" three times fastest may begin. If you cannot agree, the youngest child begins and tries to find as many animals on the pasture as possible.
When it is your turn, first roll the dot die. Then move the farmer clockwise as many spaces forward as the die shows dots. If the farmer is now standing on a space on which an animal is pictured, you must try to find this animal on the pasture. To do so, turn over one memo card.
Does the memo card show the same animal?
- Yes? Found it! Take the card.
- No? Everyone tries to remember the animal. Then the card is turned face down again.
Then it is the next child's turn to roll.
Important Notes
- If the farmer lands on a corner space without an animal picture, you may secretly look at one memo card.
- If the farmer lands on an animal that has already been found, you may move the farmer forward to the next animal that has not yet been found.
End of the Game
The game ends as soon as there are no more memo cards on the pasture. The child with the highest pile of cards wins.
5. Wiese und Stall
A classic memo game for 2 - 6 children aged 3 and up.
Game Material
16 memo cards with meadow back, 16 memo cards with barn back.
Setup
The cards are shuffled and laid out at random in the middle of the table. Make sure that no cards lie on top of each other.
Game Play
You play in turn, clockwise. Whoever can name a farm animal first may begin. If you cannot agree, the youngest child begins and turns over one meadow card and one barn card.
Are two identical pictures visible (e.g. two horses)?
- Yes? Found! Take the pair. You may immediately turn over two more cards.
- No? Everyone tries to remember the pictures. Then the cards are turned face down again.
Then it is the next child's turn to turn over two cards.
End of the Game
When all pairs have been collected, the child with the highest pile of cards wins.
Variant
The game becomes easier if you take out some animal pairs.
6. Muh Muh
A classic card game for 2 - 5 children aged 4 and up.
Game Material
1 card game (32 cards).
Setup
The cards are shuffled. Each child gets five cards and takes them into his hand without showing them. The remaining cards go into the middle of the table as a face-down draw pile. The top card of the pile is turned face up and laid next to the pile.
Game Play
You play in turn, clockwise. Whoever last wore rubber boots may begin. If you cannot agree, the youngest child begins and tries to lay one of his cards on the open card in the middle of the table.
Important: The new card must have either the same colour (yellow, blue, red or green) or the same picture (e.g. rubber boots) as the top open card in the middle of the table.
If you have no matching card, you must take a new card from the face-down pile. You may not play this card right away, even if it would match.
If the cards of the face-down pile are used up, all open cards except the top one are shuffled anew and stacked face down.
Then it is the next child's turn.
As soon as you have only one card left in your hand, you call out loud: "Muh". If you forget this, as a penalty you must take two cards from the face-down pile.
Some cards have a special meaning:
- The Bucket: When you play this card, you may wish for a colour. The next card that is played must have this colour.
- The Wheelbarrow: You must immediately lay one more card on this card. If you have no matching card, you must draw a card from the pile.
- The Pitchfork: Now the next child must immediately draw two cards from the pile.
- The Scarecrow: The next child must skip a turn once. It is immediately the turn of the child after next.
End of the Game
Whoever can lay down his last card calls out loud "Muh Muh" and has won the game.
Tip
The game becomes easier if you leave out individual or all special functions. If you like, you can also invent further special cards. How about changing the direction of play with the tractor, or having to imitate a cow whenever a milk can is played?
7. Bauernhof-Quartett
A classic card game for 3 - 6 children aged 4 and up.
Game Material
1 card game (32 cards).
Setup
All cards are shuffled and dealt out evenly. It may happen that some children get more cards than others. Then everyone looks at their cards and checks whether they have four cards with the same picture (e.g. four pitchforks). This is called a "quartet". Whoever has a quartet lays it face up in front of him on the table. If anyone has more than one quartet at the start, all cards are collected again, shuffled and dealt anew.
Game Play
You play in turn, clockwise. Whoever last tidied his room may begin. If you cannot agree, the youngest child begins and may ask any other player for a specific picture (e.g. "Do you have a tractor?").
Does the other player have a matching card?
- Yes? Now he must hand it over. He only has to hand over one card, even if he has several cards with this picture in his hand. The asking child gets this card and may ask the same or another player for another picture.
- No? Now he does not have to hand over a card. Instead he may now himself ask any other player for a picture.
As soon as a child has a quartet in his hand, he may lay it down in front of him.
End of the Game
As soon as all quartets are on the table, the game ends. The child with the most quartets wins.
8. Schlafmütze
A classic card game for 3 - 6 well-rested children aged 4 and up.
Game Material
1 card game (32 cards), 6 stars, 1 farmer, 1 moon.
Setup
All cards are shuffled. Then each child gets five cards (six cards with three children) and takes them into his hand without showing them. Keep the stars, the farmer and the moon ready.
Game Play
You play in turn, clockwise. Whoever got up first in the morning may begin. If you cannot agree, the youngest child begins and takes the farmer. He is the game leader for this round.
The game leader gives the command "Swap cards!" (Kartentausch!). Now all children simultaneously pass any one card face down to their left neighbour. He immediately takes the new card into his hand.
The passing is repeated until a child holds three cards with the same picture in his hand (e.g. three buckets). He may immediately lay all his cards face up in front of him. Then he puts one finger on the tip of his nose. Every player who notices this likewise lays all his cards down in front of him and touches the tip of his nose with a finger.
Whoever is the last one still holding cards in his hand and could not put a finger on his nose is the sleepyhead in this round. He gets a star. If the stars have all been handed out, he gets the moon.
Now a new round begins. The cards are shuffled and dealt again. The farmer is passed on to the next child clockwise. He is the game leader in this round.
End of the Game
As soon as the moon has been handed out, the game ends. The child with the fewest wooden pieces wins. In case of a tie there are several winners.
Important Note
If it is ever unclear who was the last to lay down his cards, the game leader decides.
9. Ein Tag auf dem Markt
A colour-die game with first tactical considerations for 2 - 4 children aged 5 and up.
Game Material
1 game board "Market", 4 shopping lists, 2 red apples, 2 plums, 2 eggs, 2 pieces of cheese, 2 lettuces, 2 carrots, 1 colour die.
Setup
Place the game board in the middle of the table. Distribute the foods among the baskets in front of the matching market stalls. Lay the shopping lists next to the game board, visible to all, and keep the colour die ready.
Game Play
You play in turn, clockwise. Whoever is first to name three things that you can buy at a market may begin. If you cannot agree, the youngest child begins and tries to fulfil as many shopping wishes as possible.
When it is your turn, first roll the colour die.
Are there still foods on the game board in the colour that the die shows?
- Yes? Take a matching food from the game board and put it on a shopping list on which this ingredient is pictured. If you put the third ingredient on a shopping list, it is complete and you may take it for yourself. The next child's turn follows.
- No? Too bad. You unfortunately may not distribute an ingredient. The next child's turn follows.
End of the Game
The game ends as soon as all shopping lists have been distributed. The child with the most shopping lists wins. In case of a tie there are several winners.
10. Wettrennen um den Bauernhof
An exciting colour-die race for 2 - 4 children aged 5 and up.
Game Material
1 game board "The Farm" (Der Bauernhof), 1 sheep, 1 horse, 1 pig, 1 cow, 1 farmer, 1 colour die.
Setup
Place the game board in the middle of the table. Each child takes a different animal and puts it on the farmhouse. Keep the farmer and the colour die ready.
Game Play
You play in turn, clockwise. Whoever last saw a hare or a hedgehog may begin. If you cannot agree, the youngest child begins.
When it is your turn, put the farmer on the same space as your animal and roll.
Is there a flower on the next space clockwise in the colour that the die shows?
- Yes? What luck! You may put the farmer on the next space. Then you can keep rolling or end your turn. If you want to end your turn, move your animal forward up to the farmer's space and pass the farmer on to the next child. That child is next and rolls.
- No? Too bad! Your animal unfortunately has to stay where it is. Pass the farmer on to the next child. That child is next and rolls.
Important Notes
- You can roll as often as you like, but only when you stop voluntarily may your animal move up to the farmer's position.
- However, if you roll a colour that is not present, your turn is over immediately and your animal stays where it is, without being allowed to move up to the farmer.
- The large spaces count like normal spaces and can likewise only be entered with the matching colour.
- Look closely! Some flowers grow a little hidden.
End of the Game
The game ends as soon as a child has moved his animal back onto the farmhouse; that child wins.