Schlag den Raab: Das Spiel
Schlag den Raab: Das Spiel Rulebook
Table of Contents
Table of Contents
- Game Material
- Basic Rules
- The Individual Games
- Autokennzeichen (License Plates) (3+ players)
- Bechern (Cupping)
- Blamieren oder Kassieren (Embarrass or Cash In) (3+ players)
- Buchstaben zählen (Counting Letters) (3+ players)
- Buchstabieren (Spelling)
- Carrom
- Chipflip
- Curling
- Das Ei (The Egg)
- Dosenschießen (Can Shooting)
- Eierlauf (Egg Race)
- Englisch Fußball (English Football)
Game Material
- 50 memory(R) cards
- 2 game pieces (1 red, 1 blue)
- 2 stand-up boards: "Stefan" and "Dosenschießen" (can shooting)
- 1 round indicator (grey), 2 score indicators (1 red, 1 blue)
- 1 game selection spinner (to be assembled)
- 1 score track (for the individual games)
- 16 plastic chips (1 large and 7 small each in red and blue)
- 16 cardboard flick chips (8 red, 8 blue)
- 3 little flags (1 red, 1 blue, 1 grey)
- 2 dice
- 1 dice cup
- 2 bouncy eggs
- 2 "Stimmt's?" (Is it true?) chips
- 120 quiz and game cards: 90 quiz cards, 22 game cards, 4 team player cards, 3 wild cards, 1 buzz-in card ("Zuschlagkarte")
- 5 stand feet (3 large, 2 small)
- 1 blow ball
- 4 Jakkolo goals (to be assembled)
- 1 goal wall (reverse: golf course with target chip)
- 1 piece of artificial turf
- 1 cannon with rubber dart
- 1 catapult with rubber band (reverse: curling)
- 1 box divider (to be assembled)
- 1 beer coaster
- 2 high-shot posts with wooden bar
- 1 box insert (for "Carrom" and "Katapult")
Basic Rules
Idea of the Game
In Schlag den Raab - Das Spiel, one player takes the role of Stefan Raab. His fellow players form the team of contestants and take turns playing against Stefan in up to 15 different games. As in the TV show, points are awarded for every game won. The side that has the most points at the end of the game wins.
Preparation
Carefully detach all punched-out parts from their frames before the first game.
- Assemble the game selection spinner as pictured.
- Place the bottom of the box on the table. Put the round indicator and the two score indicators next to it. They later mark the number of games played and the overall score on the edge of the box.
- Place the score track in front of the box and put both game pieces on the "zero" space of their colour. They are used to mark the points within the individual games.
Stefan. First agree on who plays as Stefan. He places the Stefan stand-up board (use the small stand foot) in front of him on the table and receives 1, 2 or 3 wild cards (depending on the game format, see below). All blue game materials belong to Stefan.
Contestants. All other players together form the contestant team. Each of them takes a team player card and places it in front of them with the team side up. If fewer than 4 contestants are playing, simply set the remaining team player cards aside. The contestants always play with red.
Host. As in the TV show, there is a host for every game. He chooses the game, decides in cases of doubt and awards the points. And if he wants, he comments on the duel ... The host is provided by the contestant team and must be impartial for as long as he holds office. For game number 1 you choose the host freely from the team. After that, whoever has just played against Stefan always becomes the next host.
Game format. Before starting, the players agree on how many games they want to play at most in this match. The length of the game depends on this:
- "Ratzfatz": up to 5 games (= 1 wild card for Stefan), playing time approx. 45-60 min.
- "Medium": up to 10 games (= 2 wild cards for Stefan), playing time approx. 75-90 min.
- "Showtime": up to 15 games (= 3 wild cards for Stefan), playing time approx. 100-120 min.
(Rule supplements for 2 and 6 players are on p. 5, see below.)
Course of Play
- Choose a game
- Choose a contestant
- Play
- Award points
1. Choose a game
First, put the grey round indicator on the black space "Spiel 1" (Game 1) on the edge of the box.
Game categories. There are 3 categories with 12 games each:
- Action & Risiko (Action & Risk) (black)
- Glück & Geschick (Luck & Skill) (silver)
- Knobeln & Köpfchen (Puzzling & Brains) (orange)
The round indicator shows which category is played: each space shows the colour of a category. At the start the indicator is on the black space "Spiel 1". So the first game comes from the black category Action & Risiko. After the game the indicator moves to the silver space "Spiel 2". So game 2 comes from the silver category Glück & Geschick, etc.
Spinning. To select the game, the host takes the spinner. It is divided into 12 fields. Each field contains one game from each category. The host spins the spinner with a strong swing and then stops it by tapping his finger on the spinning surface. The field the finger points to now gives the game of the colour determined beforehand. How the individual games work is explained from p. 6 on (below).
Example: The round indicator is on the orange space "Spiel 3". Katharina spins the spinner and taps the field in which, next to "Schätzen" (silver) and "Das Ei" (black), the orange game "Setzkasten" is written. This is the next game.
The game has already been played in this match? Choose instead the next game of this colour (clockwise) that you have not yet played.
2. Choose a contestant
- As soon as the game is determined, the contestants decide who of them is to play against Stefan for the team in this game.
- Only contestants whose team player card is still face up (team side) are available for selection. (At the start of the match this is every player.)
- After a contestant has played a game, he turns his card over so that the audience side is visible. He is then no longer available for selection. Only when every contestant has played a game do all turn their cards back so that the team side is visible. So a contestant may only play again once all his teammates have each played once.
- Wild card: Now Stefan can decide whether he wants to use a wild card. With it he may determine an opponent other than the one chosen by the contestant team. He, too, can only choose among the contestants whose team player card is face up. If Stefan uses a wild card, it is then removed from the game.
3. Play
In every game, the side (Stefan or the team) that is behind on the score track may decide who starts. In case of a tie, whoever rolls the higher number decides.
Now it counts! The rules for the individual games are found from p. 6 on (below). The host reads them out or explains them before the current game. Of course the other teammates should always cheer on their contestant properly during the duel!
4. Award points
After the game, the winning side receives points. For game number 1 there is 1 point, for game number 2 there are 2 points, etc. Their score indicator is advanced by the corresponding number of spaces on the edge of the box.
Then the round indicator is moved to the next space. It also shows from which category the next game comes. Now you choose the next game with the spinner again, etc.
End of the Game
The game ends immediately as soon as one of the two sides has so many points that it can no longer be caught. This side wins. The table shows how many points this takes:
| Format | Points |
|---|---|
| Ratzfatz | 8 points |
| Medium | 28 points |
| Showtime* | 61 points |
*If in "Showtime" it is tied after 15 games, there is a tiebreaker. Choose a game from the category Action & Risiko with the spinner. The side that wins the tiebreaker is the winner of the game.
Rule Supplements for 2 and 6 Players
2 players: In a 2-player game there is no host. Choose the games alternately with the spinner. Some games can only be played with 3 or more players. They are marked by a "3" on the spinner and in the instructions. In that case choose a new game. Since the contestant is fixed from the start for every game, you do not need wild cards. For quiz games, read the questions out alternately. Use a new card for each question.
6 players: In a 6-player game you first choose a "full-time" host. Since he is not part of the contestant team, he may also choose the games freely instead of using the spinner, to make the match particularly exciting and varied. Of course you can also play with a permanent host with fewer than 6 players.
The Individual Games
(in alphabetical order)
Important! Some games get rowdy ... So always make sure before the start of a game that no objects can be damaged and no persons endangered by that game. The materials needed for the games that are not included in the game are set in italics in the original. Games marked with 3 can only be played with three or more people.
Autokennzeichen (License Plates) (3+ players)
For which city does which license plate stand?
You need:
- Score track and game pieces
- Quiz cards 40-44
- Buzz-in card (Zuschlagkarte)
Place the buzz-in card in the middle between the two players on the table. The game pieces go on the "zero" space of the score track, the host takes the quiz cards.
How it works:
- The host takes one of the quiz cards and begins with the first license plate on the card. First he says whether the plate consists of 1, 2 or 3 letters.
- Then he says the plate. Now the players must guess which city the abbreviation stands for.
- Whoever wants to answer must be the first to slap the buzz-in card with the hand. If after 5 seconds nobody has "slapped", the host gives the answer and asks the next question.
- From the moment a player "slaps", the host slowly counts down from 5. In this time the player must answer.
- If he answers correctly, he gets a point on the score track.
- If he answers wrongly or not at all, the opponent gets the point.
- Then the host says the next license plate, etc.
- Whoever is ahead after a total of 7 questions wins. If it is tied at that point, you keep playing until one player gets the next point and thereby wins.
Bechern (Cupping)
Who hits with a steady hand and good judgment?
You need:
- Artificial turf
- Dice cup
- 7 small plastic chips each in blue and red
Place the dice cup on the floor next to the table and stuff the piece of artificial turf into it. Each player receives the 7 plastic chips of his colour.
How it works:
- The player whose turn it is stands upright directly in front of the dice cup. He takes one of his chips in his hand and tries to drop it from table height so that the chip falls into the cup and stays there. Chips that bounce back out do not count.
- The players take turns alternately. Each has 7 attempts.
- Then the host counts the chips in the cup. Whoever has collected more chips in the cup wins.
- Tie? In this case there is a tiebreaker. Both players receive one chip each. Play continues until in one round only one of the two players scores. He has won.
Blamieren oder Kassieren (Embarrass or Cash In) (3+ players)
Who has the right answer ready quickly?
You need:
- Score track and game pieces
- Quiz cards 1-20
- Buzz-in card
Place the buzz-in card in the middle between the players on the table. The game pieces go on the "zero" space of the score track. The host takes the quiz cards.
How it works:
- The host chooses any quiz card and reads out the top question.
- Whoever wants to answer must be the first to slap the buzz-in card with the hand.
- Now the host slowly counts down from 5. In this time the player must answer.
- Correct answer: The player receives a point on the score track.
- Wrong answer or no answer: The opponent receives the point.
- In addition, the opponent may (not must!) answer himself to make a "pick-up" - i.e. one more point. For this the host again slowly counts down from 5. If he answers in time and his answer is wrong, the other player gets a point. If he does not want to answer, nothing happens.
- Then continue with the next question, etc. As soon as a player has 5 points, he has won.
Notes:
- If no player slaps for a question, the host first slowly counts down from 5. If there is still no slap, he asks the next question.
- If a player slaps during the asking of the question, the host immediately interrupts the question. He does not read it any further afterwards.
- By the way: All questions come from "Schlag den Raab" or "TV Total".
Buchstaben zählen (Counting Letters) (3+ players)
How many letters are in this word?
You need:
- Score track and game pieces
- Buzz-in card
- Quiz cards 26-30
- 2 pens and paper
Place the buzz-in card in the middle between the players on the table. The game pieces go on the "zero" space of the score track. The host takes the quiz cards. Both players receive pen and paper.
How it works:
- The host reads out the first word on the quiz card.
- Both players quickly think about how many letters the word consists of and write down their guess covertly. (For simplicity all words are written without hyphens; "ö", "ä", "ß" etc. count as 1 letter.)
- Only whoever is first to slap the buzz-in card with the hand may show his guess.
- If he is right, he gets a point on the score track.
- If he is wrong, the opponent gets the point.
- Then the host reads the next word on the card, etc.
- Whoever has 5 points first wins.
Buchstabieren (Spelling)
Who spells better - and backwards at that ...
You need:
- Score track and game pieces
- Quiz cards 45-49
- Sand timer
- Pen and paper
The game pieces go on the "zero" space of the score track. The host takes the quiz cards in his hand, lays pen and paper ready in front of him and puts the sand timer on the table. The first player stays in the room; the opponent must first leave it.
How it works:
- As soon as the first player is ready, the host turns the sand timer over and reads him the first term on the quiz card.
- The player now tries to spell this term backwards without error (e.g. "Mut" = T-U-M). There are 3 possibilities:
- Spelled correctly: The host confirms with "correct", the player's game piece is advanced one space and the host immediately says the next term.
- Spelled wrongly: As soon as the player makes a mistake while spelling, the host immediately says "wrong", the opponent's game piece is advanced one space, and the host says the next term. Every wrongly named letter counts as a mistake, e.g. also every letter wrongly named twice, etc.
- Skip a term: If the player does not want to spell the term, he may say "next" and the host immediately says the next term on the card. One should not do this too often, however, because the terms keep getting longer and at most the 10 terms printed on the chosen quiz card side may be spelled per game. A term that has been skipped once may not be spelled by the player later.
- As soon as either the sand timer has run out or the 10th term on the card has been played, the player's turn ends immediately. The host notes the points achieved for correct solutions (the player's piece) and the number of mistakes (the opponent's piece).
- Then the game pieces go back to the "zero" space of the score track and the opponent is called in. He must spell the same terms as the player before, under the same rules.
- Whoever has spelled more terms correctly at the end, i.e. achieved more points, wins. In case of a tie, whoever made fewer mistakes wins. If there is also a tie here, the game is repeated with new terms.
Buchstabieren with two players: Here the first player must spell the words on the front of the card and his opponent those on the back. And of course no player has to leave the room ...
Carrom
Board billiards for flicking professionals!
You need:
- Box lid or box bottom
- Box insert
- Box divider
- 3 small plastic chips each in blue and red
- 1 large plastic chip of any colour (the "Striker")
First assemble the box divider. Then lay the empty box lid in the middle between the players on the table and put the box divider into it. Then take the box insert. First punch out the chips in the four corners so that there is a hole in each corner. Then slide it into the lid until it rests on the box divider. Fold the protruding edges of the box insert outward along the scored sides. The host lays the 6 chips (3 blue, 3 red) in a circle within the dashed centre circle, with red and blue alternating. The starting player takes the "Striker" chip and places it, wherever he likes, at the edge of the light green area.
How it works:
- The player whose turn it is flicks the Striker so that with it he, if possible, pockets one of his own chips.
- If he succeeds, it is his turn again.
- If he pockets no chip or an opponent's chip, the opponent's turn follows.
- The same applies if he pockets an own and an opponent's chip at the same time, or if the Striker touches no chip at all.
- Whoever has pocketed all his own chips first wins.
- Flicking rules:
- The Striker must always be flicked from the spot where it last came to rest. Exception: If the Striker comes to rest wholly or partly in the light green area (or over one of the holes), the chip may be moved away from the cushion to the edge of the light green area.
- It is allowed to play at the opponent's chips.
- Which hole chips are sunk in is irrelevant.
Notes:
- If chips lie on top of each other, the chip lying on top is pushed down, namely on the side where it overhangs.
- The numbers on the playing surface have no meaning for this game.
Chipflip
Who flicks more chips into the cup?
You need:
- Dice cup
- 1 flick chip (any colour)
- Score track and game pieces
Place the dice cup on the table one hand-width away from the table edge. Lay the chip next to it on the table edge so that it protrudes as far as possible without falling off.
How it works:
- The player whose turn it is flicks the chip from below with one finger to make it fly into the cup.
- If the player hits and the chip stays in the cup, he receives a point on the score track.
- The players are always alternately on turn.
- Whoever is ahead on the score track after 7 attempts wins.
- In case of a tie there is a tiebreaker. Play continues until in one round only one player hits. This player wins.
Curling
Who gets closest to the target?
You need:
- Curling board (reverse of the catapult board)
- Rubber band
- Target chip (from the goal wall board)
- 3 flick chips each in blue and red
For this game you need a clear lane on the table. Place the target chip in the middle at one end of the table so that about 30 cm remain to the table edge. Stretch the rubber band over the curling board where the notches are. Lay the board, with the arrows pointing toward the target chip, against the table edge at the other end of the table.
How it works:
- The player whose turn it is takes one of his 3 flick chips and lays it on the board in front of the rubber band. Then he pulls the chip back as far as he likes, thereby tensioning the rubber band. As soon as the player lets go, the chip shoots off.
- He tries to shoot the chip as close as possible to the target chip. For aiming, the curling board may be aligned, but must always touch the table edge with at least one corner.
- The players shoot their 3 chips alternately.
- After all 6 chips have been shot, the first match ends. Whoever has one of his chips closest to the target chip wins. Should chips of both players lie equally close to the target chip, the distance of the second-closest chip decides, etc.
- The next match is always begun by the player who was second in the previous one.
- Matches are played until one player has won 2 of them. That is the case after 3 matches at the latest.
Notes:
- Chips that fall off the table are out of the running at first and only become available again in the next match.
- The target chip may well be moved by a flick chip. If it falls off the table, place it on the table edge where it fell off.
Das Ei (The Egg)
Who masters the egg jump?
You need:
- Score track and game pieces
- 2 bouncy eggs
Each player receives a bouncy egg. The game pieces go on the "zero" space of the score track.
How it works:
- The players play alternately. The player whose turn it is stands upright and drops the egg from chest height with his arm outstretched. After it has bounced once on the floor, the player must catch it.
- If he catches it, he receives a point on the score track.
- If he does not catch it or catches it too late, e.g. after it has already hit the floor more than once, he gets no point.
- Then his opponent is on turn and tries the same.
- Whoever is ahead after 7 attempts wins. In case of a tie, play continues until in one round only one player catches the egg. He wins the game.
Notes:
- Agree beforehand whether you may catch the egg with only one hand or with both hands. Of course you may chase, dive or jump after the egg at any time.
- Pro variant: The player drops both eggs at the same time, one per hand. This way 0 to 2 points can be achieved per round, depending on how many eggs one catches.
Dosenschießen (Can Shooting)
Aim - shoot - hit!
You need:
- Cannon with rubber dart
- "Dosenschießen" stand-up board
- 1 small stand foot
- Score track and game pieces
Put the game pieces on the "zero" space of the score track. Put the Dosenschießen board into the stand foot and place it on the table. It is the target. The players stand three normal steps away behind a marking (e.g. a chair). There should be no objects in the way between the players and the target. Now insert the rubber dart into the cannon so that it clicks into place.
How it works:
- The player whose turn it is has at most 3 attempts in a row per round to hit the stand-up board so that it falls over. For this the player aims the cannon at the board. To fire the dart, he pulls the knob back slightly.
- Miss: For every miss his game piece advances one space, to show the number of failed attempts. If the player fails to hit in all 3 attempts, the opponent is on turn.
- Hit: After a hit the opponent is immediately on turn.
- If both players hit in the current round, a further round is played. For this the host places the board a bit (e.g. 20 cm) further back. If only one player hits in the round, he has won.
- If no player hits in the round, the player who has had fewer misses in total so far wins. You can see this from whose game piece stands further back on the score track. If the score track is tied, a further round is played.
Eierlauf (Egg Race)
Who wins the egg race?
You need:
- 2 bouncy eggs
Both players sit opposite each other at the table and each clamps a bouncy egg between the legs just above the knees.
How it works:
- The host gives the start command.
- The players immediately stand up and run once around the table clockwise.
- Whoever loses his egg on the way is out. If both lose the egg, the race is repeated.
- Whoever is first to sit back at his place with his egg wins.
Notes:
- You may not hold the egg on the way with your hands, clamp it to your clothing or the like.
- Of course you can also set a different course than the one around the table.
Englisch Fußball (English Football)
Straight through the middle and into the goal!
You need:
- 3 plastic chips each in red and blue
- High-shot posts and wooden bar
- 2 large stand feet
- Score track and game pieces
Build a goal at one end of the table from the two posts and the wooden bar. To do this, first put the two posts into the stand feet and then the wooden bar into the lowest hole. Then lay the plastic chips ready about 1 metre in front of the goal (= starting point). The score track is laid aside; the game pieces go on the "zero" space of their colour.
How it works:
- The player whose turn it is lays the chips of his colour out in a triangle, so that he can touch one chip each with thumb, middle finger and little finger of one hand.
- The player now tries to score a goal by flicking his three chips. The following rules apply:
- The player may flick as often as he likes.
- He may never flick the chip that is closest to the goal.
- The flicked chip must always be flicked through between his two other chips. The chip must pass the imaginary line running between the two other chips.
- "It always goes forward": The flicked chip must always get at least slightly closer to the goal.
- One may keep flicking until one either scores a goal or commits a "foul":
- Goal: A chip crosses the goal line with its entire circumference.
- Foul:
- The chip does not slide completely through between the two lying chips.
- The chips lie so close together that neither of the two rear chips can be flicked through the other two.
- The chip falls off the table.
- A shot at the goal is no longer possible.
- After a goal or foul it is the other player's turn. He begins, as described above, with his chips at the starting point, etc.
- Each player has 7 attempts. The host marks them on the score track.
- Whoever has scored the most goals wins. The game also ends as soon as a player can no longer be caught by the opponent in the remaining attempts.
- If it is tied after 7 attempts, play continues until in one round only one player scores. He is the winner.
Notes:
- A surface that is as smooth as possible is particularly suitable for this game.
- If the plastic chips cannot be flicked well on your surface, try the cardboard flick chips.
Flaggen (Flags)
Which country does this flag belong to?
You need:
- Score track and game pieces
- Buzz-in card
- Quiz cards 31-38, solution card 39
- 1 die
Place the buzz-in card in the middle between the players on the table. The game pieces go on the "zero" space of the score track. The host takes the die, the quiz cards and the solution card.
How it works:
- The host lays the first quiz card in the middle between the players. Each card shows 6 flags.
- Then the host rolls the die. The number rolled indicates which flag is meant. Pips 1, 2, 3 stand for the top row and 4, 5, 6 for the bottom row (from left to right). Now the players must guess which country this flag belongs to. The host finds the correct answer on the solution card under the number printed next to the flag.
- Whoever wants to answer must be the first to slap the buzz-in card with the hand. If after 5 seconds nobody has "slapped", the host resolves the question and sets the card aside. He takes the next card, rolls again, etc.
- From the moment a player "slaps", the host slowly counts down from 5. In this time the player must answer:
- If he answers correctly, he gets a point on the score track.
- If he answers wrongly or not at all, the opponent gets the point. In addition the opponent may - but need not - answer himself to score another point. For this the host again slowly counts down from 5.
- Then the host sets the card aside, draws the next card, rolls, etc.
- Whoever is ahead on the score track after 7 flag questions wins. In case of a tie, play continues until one player takes the lead. For this simply use the backs of the cards played before.
Golf
Who sinks it faster?
You need:
- Golf course board (reverse of the goal wall board)
- 1 large and 1 small plastic chip per colour
- Artificial turf
The host takes the target chip out of the board and lays the board on the floor. Then he takes the piece of artificial turf and lays it on the floor at any distance from the golf course. Each player takes the two chips of his colour.
How it works:
- The players try to sink their chip on the golf course board with as few "strokes" as possible.
- Whoever starts makes the first "stroke": He flicks his small chip toward the golf course with the help of the large chip. (Technique tip: Hold the large chip between thumb and index finger. Then press it with its edge onto the edge of the small chip so that it jumps.)
- Then the opponent is on turn, makes his "stroke", etc. After that one always starts from where the small chip lies. If you like, you may put the artificial turf under the chip for each "stroke".
- The player who needs fewer "strokes" to sink wins. The chip counts as sunk when it stays in the hole of the golf course board and is completely sunk in it.
- If both players need the same number of "strokes", a second round is played over a shorter distance.
Notes: You can of course also lay out the "golf course" on the table if it is big enough. If the chip falls off the table during the game, the next stroke is again made from the last "tee-off spot".
Hochschuss (High Shot)
Whoever shoots higher wins!
You need:
- High-shot posts and wooden bar
- Box lid
- 2 large stand feet
- Artificial turf
- 4 plastic chips (1 large and 1 small per colour)
- Score track and game pieces
First put the two posts into the stand feet. Then place them so far apart that the wooden bar just stays lying when you put it left and right into the hole of the lowest height. The players take their chips, the game pieces go on the "zero" space of the score track. The starting player takes the piece of turf.
How it works:
- The player whose turn it is has at most 3 attempts in a row per round to shoot his chip between the posts over the bar.
- For this he lays the piece of artificial turf at any spot in front of the posts. He puts the small chip on the turf and then shoots it with the help of the large chip. (Tip on shooting technique: To shoot, hold the large chip between thumb and index finger. Then press it with its edge onto the edge of the small chip so that it jumps high and far.)
- Failed attempt: For every failed attempt his game piece advances one space. It also counts as a failed attempt if the bar falls down as a result of the shot. After 3 attempts at the latest it is the opponent's turn.
- Success: If the chip flies over the bar, the opponent is immediately on turn.
- If both players succeed in the current round, another is played. For this the host hangs the wooden bar at the next height.
- If only one player succeeds in a round, he has won.
- If in a round no player succeeds, whoever has had fewer failed attempts in total so far wins. You can see this from whose game piece stands further back on the score track. In case of a tie, a further round is played at the same height.
Notes:
- Remember that you may reposition the turf before each shot!
- Stand the box lid upright behind the high-shot setup. Then the chips do not fly so far.
- If both players clear the top height, you can set up the whole structure raised (e.g. on books) to continue playing.
Jakkolo
Who sinks his chips in the goals and scores big?
You need:
- 4 Jakkolo goals
- 3 large stand feet
- 8 flick chips each in blue and red
- 2 little flags (any colour)
Before the first game of Jakkolo you must fold the 4 goals together as shown in the illustration (steps 1-5). Then lay all the goals at one end of the table so that the goals with the numbers 2, 3, 4 and 1 lie next to each other. Connect the goals by putting one stand foot on the adjoining edges of goals 2 and 3, 3 and 4, and 4 and 1. Now set up the flags next to each other about 1 metre from the goals, with a hand-length of space between the flags. Between the flags and the goals you need a clear shooting lane. Each player now receives the flick chips of his colour.
How it works:
- The players try to flick as many of their chips as possible into the goals.
- The player whose turn it is flicks all 8 of his own chips one after another. For this he lays one chip at a time on the line between the flags and flicks it from there with his finger toward the goals.
- Hit: Every chip that disappears completely in a goal counts as many points as the number on the goal indicates. It stays lying in the goal until the end of the game.
- Miss: All chips that the player shoots past or that still protrude a little from the goal are returned to the player.
- Then the other player is on turn and flicks his 8 chips.
- Up to three rounds are played. If in the first round the players still have all 8 chips available, in the second and third rounds it is only those chips that they have not already sunk in a goal before.
- When the 3 rounds are finished, the points are noted. Whoever manages to place a chip in every goal receives a bonus of 10 points. If he has even 2 chips in every goal, he receives 2x10 points as a bonus.
- Whoever has scored the most points wins.
- In case of a tie, a further round with all 8 chips is played until a winner is determined.
Note: If not all side walls of the goals lie completely on the table, simply put a book or the like on top.
Kartenduell (Card Duel)
Does it beat or not?
You need:
- 22 game cards (2 each with the values 1 to 11)
Each player receives the 11 cards of his colour and takes them in his hand.
How it works:
- Both players secretly choose one of their hand cards and lay it face down in the middle of the table.
- Both cards are turned face up.
- Whoever has played the higher number receives both cards. He lays them face down in front of him. They may not be looked at again until the end of the game.
- Tie? If both players have played the same number, the cards simply stay lying in the middle of the table. Whoever next plays a higher number than his opponent additionally receives these cards.
- Repeat these steps until all cards have been played. Then the game ends.
- Now the players count their collected cards. Whoever has the most wins. If there is a tie, the game is repeated.
Kartenpusten (Card Blowing)
"Blow away the card" - but not all at once!
You need:
- All quiz and game cards
- 1 bottle (alternatively a narrow glass)
The host places the bottle in the middle between the players on the table. The cards are placed as a pile on top of the bottle.
How it works:
- The starting player is the first to try to blow any number of cards off the pile without all of them falling down.
- He may well take breath several times. But as soon as the first card falls, he may at most continue to blow until he next has to take a breath.
- If at least one, but not all, cards fall, the other player is on turn, etc.
- If after a player's blowing only 1 card is left on the bottle, he has won.
- If, on the other hand, all remaining cards fall during a blowing attempt, this player has lost.
Note: The players may blow from anywhere (so they can walk around the table, etc.), but may not touch any of the cards.
Katapult (Catapult)
Hit accurately and catapult yourself to victory!
You need:
- Box bottom
- Box insert
- Box divider
- 2 large stand feet
- Catapult board
- 2 little flags (1 per player colour)
- Pen and paper
Put one stand foot each on the right and left on the hatched area of the catapult. Now assemble the box divider and place it in the box so that the numbers 1 to 4 are visible there and four equally sized fields are formed. Lay the catapult on the table so that the end with the catapult spoon adjoins the table edge. Then place the box about one forearm-length in front of the catapult so that field no. 1 points toward the catapult. Between catapult and box there should be a "clear line of fire". The host takes pen and paper to note the points.
How it works:
- The player whose turn it is places his flag on the spoon of the catapult.
- Then he taps the other end of the catapult with his finger so that the flag flies toward the box.
- If he hits one of the four box fields, the host notes the corresponding score.
- The players are on turn alternately 7 times. Whoever has more points afterward wins. In case of a tie, play continues until one player scores more points in a round than his opponent.
Notes:
- Aligning the catapult: The player may align the catapult at the table edge as he likes. However, it must touch the table edge with at least one corner. The box may not be moved during the game.
- The points for a hit are only awarded if the flag stays lying in the field.
- Of course you can also set the box up further away. This makes the game considerably harder.
Kofferpacken (Packing the Suitcase)
Who remembers the most terms in the right order?
You need:
- 25 memory(R) cards
Pick out the 25 memory(R) cards with the star at the top right and shuffle them face down. The host forms a pile from them (back up) and places it in the middle between both players.
How it works:
- Player A begins and says: "I pack in my suitcase ..."
- Then the host turns over the first card from the pile so that both players can see it briefly. Then he takes it to himself so that the players can no longer see it.
- Player A now names the object shown on the card.
- Then it is Player B's turn. He begins like Player A, names the already "packed" object and then a new one, shown by the host. Then it is Player A's turn again, who lists all the packed objects in the right order, etc.
- In this way the number of objects packed in the suitcase keeps growing. As soon as a player lists an object with the wrong name or in the wrong order, the opponent has won.
Note:
- The host best stacks the cards in his hand in the order in which the players have to list them. That makes it easier for him to check the players' lists each time.
Kofferpacken with two players:
- It is played alternately exactly as described above. The only difference: Instead of the host, the opponent always holds the pile of cards of the objects already named, to check the right answer/order of the objects named by the player.
Künstlernamen (Stage Names) (3+ players)
Under what name do you know this person?
You need:
- Score track and game pieces
- Buzz-in card
- Quiz cards 21-25
Place the buzz-in card within equally good reach of both players on the table. The game pieces go on the "zero" space of the score track. The host takes the quiz cards.
How it works:
- The host reads the players the first name on the quiz card. This is always the birth name of a well-known person. The players must now guess under which stage name he or she became famous.
- Whoever wants to answer must be the first to slap the buzz-in card with the hand. If nobody wants to answer, the host gives the hint given in brackets for the person. If after 5 seconds still nobody wants to answer, the host gives the solution and reads the next name on the card, etc.
- From the moment a player "slaps", the host slowly counts down from 5. In this time the player must answer:
- If he answers correctly, he gets a point on the score track.
- If he answers wrongly or not at all, the opponent may try once to answer in order to get a point. He also has 5 seconds for it.
- Then the host reads the next name, etc.
- Whoever is ahead on the score track after 7 names read wins. In case of a tie, play continues until one player takes the lead.
Lieder Summen (Humming Songs) (3+ players)
Which song was that again?
You need:
- Score track and game pieces
- Buzz-in card
- Quiz cards 50-54
Place the buzz-in card within equally good reach of both players in the middle of the table. The game pieces go on the "zero" space of the score track. The host takes the quiz cards.
How it works:
- The host picks a song (known to him) from the quiz card. Then he whistles or hums its melody. The players must guess which song it is.
- Whoever wants to answer must be the first to slap the buzz-in card with the hand. If at first nobody wants to answer, the host may give hints, e.g. name the artist. If still nobody wants to answer, the host hums the next song known to him from this (or another) quiz card.
- From the moment a player "slaps", the host slowly counts down from 5. In this time the player must answer:
- If he answers correctly, he gets a point on the score track.
- If he answers wrongly or not at all, the opponent gets the point.
- Then the host hums or whistles the next song known to him on the quiz card, etc.
- Whoever is ahead on the score track after 7 hummed songs wins. In case of a tie, play continues until one player takes the lead.
Mäxchen
Roll, bluff, score!
You need:
- 2 dice
- Dice cup
- Beer coaster
- Score track and game pieces
The starting player receives the two dice, the dice cup and the beer coaster. The game pieces go on the "zero" space of the score track.
How it works:
- The player whose turn it is rolls both dice covered in the dice cup onto the beer coaster by shaking cup and coaster together. Then he looks at the result secretly.
- The dice form a two-digit number. The higher number of pips is the tens digit, the lower the units digit. If one rolls, for example, "4" and "3", the result is "43". Doubles (equal numbers of pips) and the Mäxchen ("21") hold a special position.
- The ranking:
- The highest result is "21", the "Mäxchen".
- Then come the doubles in descending order from double 6 to double 1.
- Then come all other number combinations in descending order (65, 64, 63, etc.).
- After rolling, the player has 2 options:
- Either: He says the actual result.
- Or: He names any other result, i.e. he bluffs.
- The opponent can now believe the result or doubt it.
- If he believes it, he takes the dice cup etc. himself without lifting the cup (i.e. without looking at the result), rolls himself and announces his result. In doing so he must name a higher result than the player before. So sometimes one is forced to bluff. Then the other player can believe or doubt the result, etc.
- If he does not believe it, he lifts the cup and may look at the dice result. If he doubted rightly (= announcement and result do not match), he receives a point on the score track. If he doubted wrongly, the other player receives the point. Whoever gets the point begins the next round.
- Whoever has 5 points first wins.
Note: A "Mäxchen" always wins the point directly and can therefore be revealed immediately.
memory(R)
Who finds the most picture pairs?
You need:
- All 50 memory(R) cards
Shuffle all cards face down and arrange them, also face down, in rows to form a rectangle, leaving some space between the cards.
How it works:
- The player whose turn it is turns over any two cards one after another so that both players can see them.
- If they are two identical pictures, the player lays the pair in front of him. He may keep playing until he turns over two different pictures.
- If the cards show different pictures, the player puts them back face down in their place in the rectangle. The opponent is on turn.
- When all picture pairs have been found, the game ends. Whoever now has the most pairs wins.
Merk mal! (Remember!)
Who remembers the most details?
You need:
- 9 different memory(R) cards
- Score track and game pieces
- Sand timer
- Box lid
- 3 pens and paper
The game pieces go on the "zero" space of the score track. The host secretly chooses 9 different motifs from the memory(R) cards and lays them face down in a 3x3 square between the players. Both players and the host receive pen and paper. The sand timer is placed between the players.
How it works:
- The host first turns over the 9 memory(R) cards and then the sand timer.
- While the sand timer runs, the host secretly writes down as many questions (with answers) as possible about the openly lying motifs. The questions could be e.g.:
- "How many candles are burning on the birthday cake?"
- "What colour is the background of the paintbox?"
- "At which position in the square does the banana motif lie?" etc.
- Meanwhile the players try to remember as many details of the motifs as possible. Notes are not allowed.
- When the sand timer has run out, the host covers the cards with the box lid and reads out his first question. The players secretly note their answer. Then the host reads his second question, etc.
- Afterwards the lid is put aside and the questions are evaluated. For every correct answer the respective player advances his piece one space on the score track. Whoever is ahead at the end wins. In case of a tie, the game is repeated with other motifs.
Papierflieger (Paper Plane)
Whose plane glides the farthest?
You need:
- Sand timer
- 2 sheets of paper of equal size
Both players each receive one sheet of paper. The host puts the sand timer on the table between them.
How it works:
- The host turns the sand timer over. Until the timer has run out, the players have time to fold a paper plane from the sheet that glides as far as possible.
- Then mark a throwing spot from which the players throw their planes one after another in a fixed direction. Whoever's plane glides farther wins.
Notes:
- Use e.g. a long hallway so that the planes can glide as far as possible.
- In case of a tie both players throw their plane a second time, etc.
Pusteball (Blow Ball)
Blow goals with a long breath!
You need:
- Blow ball
Both players sit directly opposite each other at the table. The distance between them should not be more than 1 metre. The area between the two forms the playing field. Clear it of all other objects. The playing area should be bounded at the sides and be approx. 80 cm wide. Use for this e.g. the game box, books etc. The baselines (table edge) at which the players sit get no such boundary.
How it works:
- Kick-off: The host counts down from 3 and at "0" lets the blow ball drop onto the table from a low height in the middle between the players.
- Goal: The players now try simultaneously to blow the ball over the opponent's baseline so that it falls down there.
- Whoever manages that receives a point.
- If the ball is touched with any part of the body (e.g. with the face because the player came too close to the ball while blowing), the opponent gets a point.
- After each point the game is interrupted and there is a new kick-off.
- Whoever has 3 points first wins.
Schätzen (Estimating)
Who is closer with his guess?
You need:
- Score track and game pieces
- Quiz cards 55-62
- 2 pens and paper
The players each receive pen and paper, the host takes the quiz cards. The game pieces go on the "zero" space of the score track.
How it works:
- The host reads the first estimation question on the quiz card and says in which unit (kg, cm, days or similar) he needs the answer.
- Both players secretly write down a number as their guess.
- When both have noted their guess, they tell it to the host. He then resolves the question (answer see back of the quiz card).
- Whoever of the two is closer to the solution (whether above or below) advances one space on the score track.
- Then the host asks the next question, etc.
- Whoever has 4 points first wins.
Note: If both players have written down the same number or are equally far from the solution, nobody gets the point.
Schnibbeln (Coaster Flicking)
Beer coaster target throwing!
You need:
- Score track and game pieces
- Beer coaster
- Box bottom
The box bottom is placed on the table or floor. The players stand about 3 metres away behind a marking (e.g. a chair). Otherwise there should be no objects in the way between the players and the box. The game pieces go on the "zero" space of the score track.
How it works:
- Whoever begins takes the beer coaster and tries to throw it into the box.
- Then his opponent is on turn, etc.
- For every hit (= when the coaster stays lying in the box) there is a point on the score track.
- Whoever is ahead there after 7 attempts wins. In case of a tie the players keep "schnibbeling" until in one round only one player hits. He is the winner.
Notes:
- Try to throw the beer coaster like a frisbee.
- To adjust the difficulty, simply change the distance to the box.
Setzkasten (Type Case)
Photographic memory is required!
You need:
- 50 memory(R) cards
- Box lid
- Sand timer
- Pen and paper
Important: The two players may not take part in the preparation. Best they briefly leave the room.
First pick out the 25 memory(R) cards with the star symbol. Then lay them face up in a 5x5 square. Then cover it completely with the box lid.
Now shuffle the other set of memory(R) cards and lay it ready as a pile, back side up, next to the box. The host takes the sand timer as well as pen and paper to note the points.
How it works:
- The players are on turn one after another. Call back only the first player into the room.
- As soon as he is ready, the host takes the box lid off the open memory(R) cards and turns over the sand timer. The player has until the sand timer has run out to memorise exactly the position of the individual motifs in the 5x5 square. Then the cards are covered with the box again and the sand timer is turned over a second time.
- Now the player has one sand timer's time to re-lay the template with his set of cards so that every motif lies at the right place within the 5x5 square. For this he best uses the area directly next to the covered template.
- When the sand timer has run out, the player must stop immediately. The host takes the box lid off the template and compares both squares. For every motif at the right place the player receives a point. The total points are noted.
- Then the host covers the 5x5 square again, shuffles the player's card set and calls in the second player. It is now his turn and he plays under the same rules described above.
- Whoever of the two achieves more points wins the game. In case of a tie the game is repeated, but both players only have one minute (best keep time with a wristwatch or mobile phone). If there is still a tie afterwards, halve the time again for the next round, etc.
Setzkasten with two players:
- In a 2-player game the players each prepare the Setzkasten for the opponent.
Slalom
Who blows the ball faster through the course?
You need:
- Blow ball
- 2 little flags (any)
- Any game materials
- Pen and paper
- Clock with second hand
Set up the flags at one end of the table a hand-length apart. They form the start and finish line. Now lay out various game materials as "slalom poles" and obstacles on the table. The host determines a route around the objects laid out. The players must "ski" this course with the ball.
Tip: Design the course with some chicanes, but not too difficult.
How it works:
- The starting player takes the blow ball and lays it on the start line. The host gives the start signal and begins timing. (Best use a stopwatch, wristwatch or a mobile phone with a stopwatch function. If nothing of the sort is at hand, the host counts the seconds out loud.)
- Now the player must blow the ball as fast as possible correctly through the course. He may not touch the ball. As soon as the ball has crossed the finish line, the time is stopped and noted.
- Then the opponent is on turn and completes the same route.
- Whoever of the two has mastered the route faster wins. If both were equally fast, the race is repeated.
Notes:
- If a player "mis-blows" in any way, for example by going around an obstacle the wrong way or the like, he must correct his mistake by blowing the ball around the obstacle again the right way. The host should also keep announcing the route during the run.
- If the ball rolls off the table, the player must put it back at the spot where it fell. The time keeps running regardless. For every fall of the ball the player receives 3 extra penalty seconds.
Stimmt's? (Is It True?)
That can't be true! Or maybe it is ...?
You need:
- Score track and game pieces
- Quiz cards 63-72
- Both "Stimmt's?" chips
The players receive the "Stimmt's?" chip of their colour, the host takes the quiz cards. The game pieces go on the "zero" space of the score track.
How it works:
- The host reads a statement from the chosen quiz card.
- The two players consider whether the statement is true. Then they lay their chip, covered by the hand, on the table so that either the side with the green check mark (= true) or the black "X" (= not true) is up.
- After both players have decided, they take their hand off the chip.
- The host resolves the statement. The answer is on the back of the card.
- Whoever guessed wrongly advances one space on the score track. (So if both guessed wrongly, both advance one space each.)
- The host reads the next statement, etc.
- As soon as a player moves to space 3 of the score track, he loses.
- In case of a tie (both move to space 3 at the same time), play continues until the winner is determined.
Torwand (Goal Wall)
Shot and goal!
You need:
- Goal wall
- 2 large stand feet
- Piece of artificial turf
- 6 small and 1 large plastic chip per colour
- Score track and game pieces
First take the round punched-out chips out of the goal holes of the goal wall (do not throw them away). Put the goal wall into the two stand feet, one on the left and one on the right. Stand the goal wall on the table and lay the piece of artificial turf about one hand-length in front of it. The game pieces go on the "zero" space of the score track.
How it works:
- The players try to score as many hits as possible with a total of six shots by shooting a chip through the goal holes.
- Whoever begins lays the small chip on the piece of artificial turf and then shoots it toward the goal with the large chip. Tip on shooting technique: Hold the large chip between thumb and index finger. Then press it with its edge onto the edge of the small chip so that it jumps.
- First each player has 3 attempts to sink the chip in the goal at the bottom right.
- After that each player has another 3 attempts to hit the top left.
- Every goal is noted on the score track.
- Whoever has scored the most goals at the end wins.
- If it is tied after one round, a second round is played, etc.
Note:
- If you want to adjust the difficulty of the game, simply lay the artificial turf closer to the goal or further away.
Wann war das? (When Was That?)
The olden-days quiz!
You need:
- Score track and game pieces
- Quiz cards 73-80
- 2 pens and paper
The players each receive pen and paper, the host takes the quiz cards. The game pieces go on the "zero" space of the score track.
How it works:
- The host reads the first question on the quiz card.
- Both players secretly write down a year as their guess.
- When both have done so, they tell their guess to the host. He then reads the answer (see back of the quiz card).
- Whoever of the two is closer to the solution (whether above or below) advances one space on the score track. If both players have written down the same year or are equally far from the solution, nobody gets the point.
- Then the host reads the next question, etc.
- Whoever has 4 points first wins.
Wo liegt was? (Where Is What?)
Who knows his way around Germany and Europe?
You need:
- Score track and game pieces
- Double-sided map
- Quiz cards 81-90
- 3 little flags
The host decides whether you play "Wo liegt was?" on the Germany or the Europe map. He lays the map with the corresponding side up in the middle between the players. Then he takes the matching quiz cards (license plate "D" for Germany or "EU" for Europe) and the black flag. The players each receive the flag of their colour. The game pieces go on the "zero" space of the score track.
How it works:
- The host reads the first question on the quiz card. It always asks for a place.
- The players place their flag in the quadrant in which, in their opinion, the place lies. As soon as they have placed their flag, they may not move it any more.
- If a quadrant is already occupied by the opponent's flag, the player may no longer place his flag there. First come, first served ...
- If the players take too long, the host slowly counts down from 5. Whoever has not placed at "0" is out of luck this round.
- When both players have placed, the host puts the black flag in the solution quadrant (see back of the quiz card). Then he checks who is closer to the solution. To do so he counts the distance in quadrants (not diagonally).
- Whoever is closer advances one space on the score track. If both players are equally far from the solution place, nobody gets the point.
- Then the host asks the next question, etc.
- Whoever has 4 points first wins.
Würfeln (Dice)
With courage to take risks, crack the 50!
You need:
- 1 die
- Pen and paper
The host takes pen and paper. The starting player receives the die.
How it works:
- The player whose turn it is rolls until he stops either voluntarily or by force. The results rolled are added up.
- He may stop voluntarily after every roll that shows 1 to 5 pips. The host notes the result reached in this turn and adds it to any points already achieved in previous turns.
- A player must stop by force as soon as the die shows a 6. His result reached in this turn is not noted; it is forfeited. Points he has already secured in previous turns are kept, however.
- Then, in both cases, the opponent is on turn, etc.
- As soon as 50 or more points are noted for a player, he is already quite close to victory. For the opponent has one last turn (no matter who began): If he exceeds the first player's points in it, he has won after all. Otherwise the first player is the winner.
Example:
- For Stefan, 21 points from previous rounds are already noted. He rolls the "5", continues (3), continues (4) and stops. 5+3+4 = 12 points are added to the 21. Now he has 33 points and the other player is on turn.