Nobody is Perfect 2
Nobody is Perfect 2 Rulebook
Table of Contents
Table of Contents
Object of the Game
The more fellow players you can lead onto thin ice with your false answers, the faster you reach the goal. And if you can also tell the true from the made-up stories on the Floptips with sleepwalking certainty, then you are the first to reach the goal space and are the champion, the "King of the Clueless" and the mega-hit, the Winner, in short.
Components
- 42 blue text cards "Curiosities" (Kuriositäten)
- 71 green text cards "Terms" (Begriffe)
- 39 red text cards "Floptips"
- "Entlarver" (Unmasker)
- Writing pad (Schreibblock)
- Game board, playing pieces and tip stones (one of each per player)
Preparation
Everyone grabs a playing piece and a tip stone of the same color. The playing pieces go on the start space; everyone keeps the tip stone with himself.
The question cards must be sorted by color and laid in 3 stacks next to each other beside the game board.
After everyone has also organized a ballpoint pen and labeled an empty game sheet with his name, you can get started.
Let's Go
The loudest shouter in your group may begin the game. For simplicity's sake, let's just call him "Dynamite-Joe".
After him play proceeds clockwise.
"Dynamite-Joe" takes the top card from the green stack, turns it over and reads question 1 aloud.
Each of you fellow players must now come up with a false answer that sounds as believable as possible to the question asked and write it on his game sheet. The more believable the answer sounds, the more likely your fellow players are to fall for it. And the more fellow players fall for it, the faster your playing piece gets to the goal.
Meanwhile "Dynamite-Joe" puts the question card that was read aloud into the "Entlarver", discovers the correct answer and notes it on his game sheet.
Little by little (take your time, we are not playing "Stadt, Land, Fluss" here) he collects the game sheets of all fellow players, adds his own, and shuffles all sheets thoroughly.
It is best to play the game through to this point and only then read the rest of the rules. That way you get into the game fastest.
The Hour of Truth
Now "Dynamite-Joe" reads the answers aloud, one after another. He designates the first answer as answer "A", the second as "B", the third as "C", and so on.
Once he has read out all answers, on command you all place your tip stone at the same time. (Sometimes the long-suffering "Dynamite-Joe" must also read all answers twice before the tipping can begin.)
Placing the Tip Stone
Place your tip stone on the letter in the tip field behind which you suspect the correct answer (naturally not on your own answer!).
So whoever believes answer "C" is correct places his tip stone on tip field "C". If several share this opinion, they all place their stone on field "C".
Of course "Dynamite-Joe" may not tip along; after all, he alone knows the solution!
Resolution and Reward
"Dynamite-Joe" now solves the riddle and reads aloud the correct answer and the letter belonging to it.
Tipped correctly?
Each of you whose tip stone lies on the correct field may, as a reward, advance with his own playing piece by 2 spaces.
Tipped wrongly?
Now comes the big reward at last for all of you who were able to lead your fellow players properly onto thin ice!
For every fellow player you have fooled with your false answer, you may move your own playing piece forward 3 spaces.
Example
Charly came up with the terribly wrong but extremely believable-sounding answer "D". Two of his fellow players fell for it and placed their tip stones on tip field "D". Charly is pleased, because he may now move his playing piece forward 3+3 spaces. The two wrong tippers unfortunately go away empty-handed.
When all tip fields have been settled, everyone takes his tip stone back.
That ends the first round.
Continuing
"Harry Bluff", the player to the left of "Dynamite-Joe", now inherits his job. After him his left-hand fellow player, and so on.
The color of the space on which his playing piece stands shows him from which of the 3 stacks he must read a card.
The digit in each space indicates which of the 3 questions on the card he must read aloud. (The Nobody face on the space means: free choice of the question.)
Whoever is still on the start space must always read question 1 of a green card.
Another example: "Harry Bluff's" playing piece stands on the blue space with the digit 3. So he takes the top card from the blue stack and reads question 3 aloud.
Again everyone writes an answer on his sheet; Harry notes the correct answer on his sheet, collects all sheets, shuffles them, again gives each sheet an arbitrary identifying letter between "A" and "H" and reads them aloud.
The resolution and the reward proceed as before!
The Red Floptip Spaces
Whoever, as the successor of "Dynamite-Joe" and "Harry Bluff", stands with his playing piece on a red FLOPTIP space, brings new momentum to the group.
This time the corresponding statement on the card is read aloud, and everyone may guess (also the reader): Is what is claimed really true, or is it a big fat lie?
To do so you all take both hands under the table. Whoever thinks the statement is true takes his tip stone in his hand, closes it into a fist and puts it on the table.
If you think the statement is not true, you put the empty fist on the table.
On the reader's command, everyone opens his fist.
Now it is clear who said YES (stone) and who said NO (no stone) to the statement made.
Your reader now sheds light on the matter and determines the correct answer with the "Entlarver".
Everyone who tipped correctly, including the reader, may advance his playing piece 2 spaces. Whoever was wrong has bad luck.
End of the Fibbing
Whoever of you can first move his playing piece onto the goal space or beyond it has won the thin-ice party. Congratulations!
He has thereby sufficiently proven that you need to have no idea about anything and can still be an ace. But who are we telling!
If several of you reach the goal at the same time, then rejoice in the victory together.
Special and Peculiar Things
The Bars
If you are the last to reach or cross the bar with the 4 (several players can do so in the same round!), you may immediately move your piece forward an additional 4 spaces, and things no longer look so gloomy.
When you reach or cross the bar with the 3 as the last one it is 3 spaces; with the 5 bar even 5 spaces. There you go!
What if someone actually does know the correct answer?
That is the big chance to finally score properly! First, 2 points are already certain for you when tipping. Second, you can now fully concentrate on thinking up a terribly wrong answer with which you hopefully lead many fellow players onto thin ice and collect an additional juicy reward for it.
What if two players give the same answer?
In this rare case the reader, that is "Dynamite-Joe" or "Harry Bluff" or one of his legitimate successors, gives both answers the same identifying letter, but reads only one of the answers aloud.
Tipping is done as usual. Should one or more players fall for this double answer, then both players behind this false answer receive the corresponding reward.