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Pingo Balance

Pingo Balance Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Setup
  • Floe Hopping for Fish
  • Fishbone Round
  • End of the Game
  • Pro Hoppers

Goal of the Game

The goal is to get onto the floe with the fish as often as possible and to win the most fish.

Setup

Before the first game, assemble the penguin. To do this, first fit the front part and the back part into each other. Then set the head-and-wing part from the front onto the game figure until it clicks into place.

Carefully press the ice floes and chips out of the punch-out sheet.

Next, place the dark-blue cylinder and seven of the light-blue cylinders on the table in a circle. The cylinders should be spaced so that a child's hand fits between them. The spare light-blue cylinder and the white cylinders stay in the box.

Now carefully place the eight ice floes on the wooden cylinders. The fish floe goes on the dark-blue cylinder.

Place the chip showing five fish face up next to the fish floe. Shuffle all the other chips, then stack them face up on top of it. No fishbone chip should be showing on top.

Put the penguin on the fish floe and get the die ready.

Floe Hopping for Fish

The youngest player begins. On your turn, roll the die and move the penguin forward clockwise by the corresponding number of floes. Important: set the penguin down carefully on each floe and let it go briefly!

If the ice floe tips over when the penguin gets on or off it, your turn ends immediately! Put the ice floe back on its wooden cylinder and stand the penguin on it again. Then your left-hand neighbour rolls the die.

If you manage to hop forward the number of pips shown on the die across the ice floes, you remain on turn. With luck and skill you may even hop all the way to the fish floe!

If you roll the symbol with the penguin, you may not move, and the next player takes their turn.

Whenever you reach the fish floe with the penguin, your turn ends. Any extra pips are lost. You take the top chip and place it in front of you.

Fishbone Round

If a fishbone chip is on top of the stack, things get exciting: nobody wants this chip, because it scores minus points at the end!

In the fishbone round, each player rolls the die only once and moves the penguin forward by the corresponding number of floes. Here too, you set the penguin down on every ice floe. If you roll the penguin symbol, pass the die to the next player straight away.

If an ice floe tips over in this round when you move the penguin onto it, put the penguin on the fish floe immediately and take the chip with the fishbone. Stand the tipped floe back in its place as usual.

If no floe tips over in this round, the player who lands on the fish floe receives the chip.

End of the Game

When all 16 chips have been handed out, each player counts the fish they have won. The fishbones are subtracted from the total. The player with the most fish wins.

Pro Hoppers

As super-skilled players, build the ice floes on the white wooden cylinders. Have fun!