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So ein Zirkus

So ein Zirkus Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Object of the Game
  • Course of Play
  • Adding a Ball
  • Moving a Clown
  • Special Cases
  • End of the Game
  • Calculating the Winner
  • Optional Rules and Suggestions for Experts

Contents

  • 1 game board
  • 1 coloured die
  • 3 clowns
  • 12 coloured balls
  • 1 rulebook

Setup

The three clowns are placed side by side on the three starting squares at the end of the game board. Each player chooses a colour and takes the three balls of that colour. When fewer than four players take part, the balls of the colours not chosen stay in the box for later use. The first player, chosen by lot, takes the coloured die.

Object of the Game

Balls must be put into the holes of the game board. When a player's ball falls into a hole, that player receives the number of points for that hole. This number is shown by the stars below each hole. The player with the most points at the end of the game is the winner.

Note: the rulebook text does not list the point value of each hole; those values are printed on the board as the stars below each hole.

Course of Play

On his turn, the player rolls the coloured die. Afterwards, he either adds a ball of the colour that was rolled, or moves a clown. Then it is the next player's turn.

Adding a Ball

The player puts a ball of the colour that was rolled into the clown of his choice. For example, if the player rolled red, he puts a red ball into one of the clowns, even if he owns only green or yellow balls himself. However, if all the red balls have already been put into play, this option is no longer possible.

It does not matter whether the clown is still on its starting square or has been moved. Each clown can hold a maximum of three balls at a time.

If a player has rolled black or white, he may place a ball of the colour of his choice.

Moving a Clown

The player may move a clown whose top ball matches the colour that was rolled. To find the colour on top of a clown, the player simply looks into the clown. For example, if the player rolled blue on the die, he moves a clown whose top ball is blue.

A player who rolled black or white may move any clown.

A player may move only one clown per turn, even if several of them have a ball of the rolled colour on top.

Clowns may move forward or sideways in any combination, but diagonal movement is not allowed. In addition, a clown may not return, in the same turn, to a square it has already passed or has left during that same turn.

Diagrams on the source sheet, with their captions: "Movement permitted (D = Start)", "Not allowed", "Not allowed".

The length of a move depends on the number of balls the clown contains. With one ball, the clown moves only one square; with two balls, it moves two squares; and with three balls, it moves three squares. Where possible, the full move must be made.

Normally, clowns do not move backwards; however, if a player rolls black, he may bring a clown back to one of the starting squares. Only one clown may occupy each square. A square already occupied by another clown may not be passed through.

Special Cases

The length of a clown's movement is not changed when the clown passes over a hole and drops a ball into it. The new length applies only from the clown's next move. Clowns may stop above holes.

If a player can neither move a clown nor add a ball to a clown, that player loses his turn and the next player plays.

End of the Game

The game ends as soon as a ball falls into the last hole (worth 6 points), even if not all the other holes have been filled.

Calculating the Winner

Each player adds up the points of the balls of his colour. The winner is the player with the most points.

Optional Rules and Suggestions for Experts

  • Tournament variant: Play several games and keep track of the points scored. The winner is the player who first reaches a certain score, or who has the most points after a predetermined number of games.

  • Lazy clown: You are not obliged to use all of the movement points.

  • Shoving (Bousculade): The player still moves only one clown per turn, but may also push another clown with the clown he is moving. However, a clown may not be pushed beyond the edge of the board.

  • Clumsy clown (Clown maladroit): As with shoving, but a player may push the other clowns beyond the edge of the board. The ejected clown returns to play on a starting square without any balls. The balls are available again.

  • Secret clown: Four identical cards are prepared, with one of the four colours written on the back of each. In secret, each player draws a card that shows his colour. Players keep their colour secret until the end of the game. If there are fewer than four players, the undrawn cards are set aside without being revealed. At the end of the game, each player shows his colour and then totals his points as in the normal game.

    The four colour cards are printed on the last page of the source PDF (red, yellow, blue and green). They are not reproduced here.

  • Upside-down (Dessus-dessous): If a player rolls black, he may choose to move the bottom ball of a clown upward, instead of returning that clown to the start. To do so, move the clown carefully towards the edge so that a ball drops. Then replace the clown and put the ball back on top.

  • Other variants: Be inventive!