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Vorsicht Lehrer!

Vorsicht Lehrer! Rulebook

Table of Contents

Table of Contents

  • Aim of the Game
  • Game Components
  • Game Setup
  • Game Course
  • School Cards
  • Teacher Cards
  • End of the Game

Aim of the Game

At the end of the "hour", the student with the fewest negative points on his account leave the classroom as the best student.

Game Components

  • 1 Scoreboard (Schedule)
  • 6 Tokens (students)
  • 3 Dices
  • 1 Black - Patience pawn (the teacher)
  • 58 School cards (blue back)
  • 20 Teacher's cards (blue back with teacher's symbol)

Game Setup

The scoreboard is assembled. Each player receives a token of his choice, which he places on the zero field of the board. The tokens will indicate how many negative points you already have in the game. The black patience pawn is also placed on the zero field.

School and teacher cards are divided into two separate stacks, mixed and hidden (face down) next to the scoreboard. Each player has been assigned 4 start-up cards. These are held in such a way that these cannot be seen by the other players.

The older player start the game, then the next player in clockwise order continue with his turn.

Game Course

Active player on his turn must play a school card, move the patience thread and possibly his own playing token. After that, you have to replenish your cards to four and check whether a teacher card comes into play (see section "Teacher cards"), then the next player's turn start.

School Cards

There are three sections on the school cards:

  • Patience-points
  • Negative points
  • Risk throw

1. Patience points (Black box): Playing a card (prank or forbidden action) strains the teacher's patience. Then move the Patience pawn (black) according to the number of the patience points on the scoreboard.

Figure: example school card "Schwindeln" ("Dizzy"). Labelled areas: Patience points (the black box, value 9), Negative points (the second box, value 11), and Risk throw (the third box, value 12+).

2. Negative points ans Risk throw: After the advancement of the patience pawn, the student's prank also has an impact on his own token. However, the player can choose between two possibilities:

  • either he collects the number of negative points indicated on the school card (2nd box) and move his colored token according to the negative points value,
  • or he dares a risk throw (3rd box), and - if the throw has been successful - no longer has to move his colored token. For this purpose, the player throws all 3 dice simultaneously. If the sum of the numbers shown by dices is at least as high as the risk throw number, it has escaped the negative points and do not move his colored token. If however he does not reach the number, he has to move forward with his colored token twice the number of the negative points on the card (number in the second box x 2).

Example:

Player A plays the card "Schwindeln" ("Dizzy") (see figure). First, the black patience pawn is moved 9 fields, after which he has the choice, whether or not he wants to go 11 points with his colored token. Player A decides for a risk throw. He throws the sum with three dices. Since he has not reached the required number of 12 (see on the card), he has to move 2 times 11, thus 22 negative points. (He did not have to move if he would succeed throwing with a dice the total of 12 or more.)

Teacher Cards

When a player's turn is finished, the patience pawn is checked to see if has exactly reached or exceeded one of the black markers on the game board (Field 20, 40, 60, etc). These black fields, represent the points when teacher's patience explode. Now, the top teacher card is revealed. It applies to all students (players) together.

  • Negative points for all school students
  • Risk throw
  • Detention of the class

Figure: example teacher card "An die Tafel!" ("To the blackboard!"). Labelled areas: Detention of the class (the star above the three figures), Risk throw (the third box, value 12+), Additional patience points (the black box, value 1), and Negative points for all students (the second box, value 8).

1. Additional patience points (black box): Patience points are also indicated on the teacher cards. The black patience thread is prompted accordingly.

2. Negative points or risk throw for all students: These negative points (2nd box) are given to all players, they must immediately sprint the appropriate number of fields with their colored tokens, unless each player attempt a risk throw (3rd box) as described in the section "School cards".

3. Detention: If the teachers' card shows a star above the three figures, then the teacher is more aggressive and detains the whole class. Anyone who is on a black field at this time has overstretched the teacher's patience and has to go to the next black field (for example, from field 20 to field 40).

The school teachers cards "Test" and "Inattentive Teacher" are lucky for students: the teacher is so skilled that he can not give the students any negatives, and his patience is not overstretched.

End of the Game

The game ends immediately, as soon as the patience thread or a colored token has moved on or over the field "Cautionary Teacher" (remaining points decay). It is now determined who has the least negative points and thus leaves the class as best student.