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Privacy

Privacy Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Setup
  • Course of Play
    • 1. Action
    • 2. Action
    • 3. Action
    • 4. Action
    • 5. Action
    • 6. Action
  • Two Special Cases for Scoring
  • End of the Game
  • Attention

Game Material

  • 12 setting dials
  • 90 question cards
  • 120 wooden cubes (60 orange, 60 black)
  • 12 privacy screens
  • 12 player figures
  • 1 cloth bag
  • 1 game board

Before the first game: assemble the three parts of each setting dial — arrow, disc, and ring — as shown on the illustration, for all 12 setting dials. The backs of the question cards each show a number from 1 to 4; the fronts each carry four questions.

Setup

Place the game board in the middle of the table. Shuffle the 90 question cards and place them face down as a draw pile on the space with the numbers 1, 2, 3, 4. Note: during play, a discard pile of already-used question cards forms next to it. Place the 120 colored wooden cubes as a general supply next to the game board. Place the black cloth bag next to the supply. Each player takes a player figure and places it on the start space of the game board.

Each player receives a privacy screen, which they set up in front of themselves. Each player then takes about 10–15 wooden cubes from the supply and places them behind their privacy screen. The exact number of wooden cubes doesn't matter — just take a mix of orange and black. Note: during play, any player may take more wooden cubes from the supply at any time if they need them, and place them (well hidden from the other players) behind their privacy screen.

Each player now also receives a setting dial, which they place next to their privacy screen. Any leftover figures, setting dials, and privacy screens are not needed further and are returned to the box.

Important: if couples are taking part in the game, they should not sit directly next to each other.

Course of Play

First, a game leader is determined. The game leader is later responsible for correctly advancing the figures on the scoring track. They also watch very carefully that no unwanted outing happens during play, and that the secret answers stay secret — in particular by correctly carrying out the scoring. Otherwise, the game leader takes part in the game completely normally.

The player to the left of the game leader becomes the first starting player. In the following rounds, the starting player changes clockwise. Each round consists of the following 6 actions, carried out one after another.

1. Action

The starting player takes the top question card from the draw pile and reads one of the 4 questions aloud, clearly. They must read the question that corresponds to the number currently showing on top of the draw pile. Afterward, the card goes on the discard pile.

Example: Peter is starting player. He draws a question card from the pile and takes it in hand. The next card of the pile shows the number 2. Peter reads question number 2 from the card in his hand aloud and then places it on the discard pile.

2. Action

Every player must estimate how many of the people taking part in the game (including the starting player) will answer the question asked with Yes. To do this, each player secretly sets the corresponding number on their setting dial. Once everyone has done so, each player places their setting dial face down in front of themselves.

Example: Sarah thinks three people will answer Yes, and sets the number 3.

3. Action

The starting player takes the black bag and answers the question asked honestly, by throwing either an orange wooden cube (= Yes) or a black one (= No) into the bag. Afterward, the bag is passed to the left neighbor. Going around the table, every player throws exactly one wooden cube into the bag.

Caution: every player should take care that nobody can see which wooden cube they are throwing into the bag. It is also strictly forbidden to peek into the bag to check what's already in there.

Example: Peter throws a wooden cube into the bag first, then passes it left to Tim. Now Tim throws a wooden cube in and passes the bag on to the left, and so on.

4. Action

Once everyone has thrown a wooden cube into the bag, the starting player takes the bag and carefully pours all the wooden cubes into the Yes/No area of the game board. The number of orange wooden cubes corresponds to the number of Yes answers.

Example: Peter empties the bag. Four orange wooden cubes appear, so that's four Yes answers.

5. Action

The game leader carries out the scoring.

  • First, they ask whether anyone guessed the number of Yes answers exactly right. If so, the players in question (and only those players) reveal their setting dials. Each of these players gets 3 points. The game leader advances the figures of these players 3 spaces on the scoring track of the game board.

    Example: There are 4 Yes answers. Sabine and Tim had set the number 4 on their setting dial. Both get 3 points; their figures are advanced 3 spaces.

  • Then the game leader asks whether anyone was off by one Yes answer. If so, the players in question (and only those players) reveal their setting dials. Each of these players gets 1 point. The game leader advances the figures of these players 1 space on the scoring track of the game board.

    Example: There were 4 Yes answers. Anke and Sarah had set the number 3, Moritz the number 5. Anke, Sarah, and Moritz each get 1 point; their figures are advanced 1 space.

Very important: when asking whether anyone was off by one Yes answer, there are two special cases that the game leader absolutely must observe (so that no unwanted outing happens) — see "Two Special Cases for Scoring".

6. Action

The wooden cubes lying on the game board are returned to the supply. The starting player passes the bag to their left neighbor, who thereby becomes the next starting player. Now a new round begins, as already described.

Example: Peter takes the wooden cubes from the game board, puts them in the supply, and passes the bag to Tim.

Two Special Cases for Scoring

As already described, the game leader first asks whether anyone predicted the exact number of Yes answers. This question is always asked — no matter how many Yes answers there are. For the following question — whether anyone's estimate was off by one Yes answer — there are the following two special cases that absolutely must be observed:

  • If there is exactly one Yes answer, the game leader only asks whether anyone was off by one Yes answer upward (that is, whether anyone set the number 2). Only the players who set two Yes answers reveal their setting dials, and only those players get a point. Whoever set 0 does not reveal their setting dial!

    Example: There is exactly one Yes answer (one orange wooden cube). First the game leader asks whether anyone set a 1. Thomas nods, reveals his setting dial, and gets 3 points. Then the game leader asks: "Did anyone set a 2?" Sabine nods and reveals her setting dial. She gets one point and her player figure is advanced one space. Whoever set a 0 says nothing, does not reveal their setting dial, and gets no point.

  • If there is exactly one Yes answer fewer than the number of participating players, the game leader only asks whether anyone was off by one Yes answer downward. Only the players who set one Yes answer fewer reveal their setting dials, and only those players get a point.

    Example: 7 people are taking part in the game. There are exactly 6 Yes answers (6 orange wooden cubes). First the game leader asks whether anyone set the number 6. Nobody responds. Then the game leader asks: "Did anyone set a 5?" Peter and Sabine nod and reveal their setting dials. Both get one point and their player figures are advanced one space. Whoever set a 7 says nothing, does not reveal their setting dial, and gets no point.

End of the Game

The game ends as soon as a player has gone once around the game board and has reached the start space again or passed it. That player is the winner. If several players reach or pass the start space at the same time, whoever is furthest ahead wins.

Attention

Especially with the very delicate questions, care must be taken that players do not announce their answer out loud or reveal their setting dials against the rules. Only the players who score points in a round are allowed to reveal their setting dials! Nobody should be exposed or pressured into an outing. Otherwise, of course, there can, should, and will be discussions about the questions and about the number of Yes answers, which makes up a considerable part of the fun of the game — not to mention the surprises you'll experience about how many of your friends have already done this or that...

When playing with five, it is sometimes advisable not to ask certain especially delicate questions, since with such a small group it becomes very easy to guess who might have answered Yes.

Of course, you can also make up your own questions to be answered. There are no limits to your imagination and curiosity here.