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Wer war's?: Mitbringspiel

Wer war's?: Mitbringspiel Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • Off in Pursuit!
  • Clock
  • Ghost
  • Die Symbol
  • Points (1, 2 or 3)
  • Animal with a Food Card
  • Animal without a Food Card
  • Fairy
  • Star
  • Clock
  • End of the Game

Components

  • 11 animal cards
  • 3 action cards
  • 12 suspect cards (red border)
  • 12 innocent cards (blue border)
  • 12 food cards
  • 1 ghost clock with a hand
  • 1 game piece
  • 1 die with symbols

Goal of the Game

Catch the thief who stole the magic ring before time runs out.

Setup

Take out all the game components and assemble the ghost clock as shown in the illustration.

Place the ghost clock in the middle of the table and set the hand so that it points to "12". Around the clock, lay out a circle of 9 yellow animal cards and 3 blue action cards, all face up. Action cards must not lie next to each other. Place the game piece on the action card showing a clock.

Shuffle the food cards and place one face down next to each animal card. Then do the same with the innocent cards. The last food card is placed face down next to the ghost shown on the clock. The innocent card that is left unplaced identifies the thief; set it aside without looking at it.

Then lay out the suspect cards face up in a row.

Note: the printed component counts and the setup steps do not fully reconcile in this source (11 animal cards, 12 food cards and 12 innocent cards are listed, but the setup circle uses 9 animals and places 9 food and 9 innocent cards plus one final food card). The setup is transcribed as printed.

Off in Pursuit!

The youngest player starts and rolls the die. Turns then pass clockwise.

Clock

The hand of the ghost clock moves forward five minutes. After this, the player rolls the die again and carries out the resulting action.

Ghost

Swap the food card lying next to the animal that is next clockwise from the game piece with the food card lying at the ghost. Both cards remain face down.

Die Symbol

The player moves the game piece one, two or three spaces clockwise (their choice) and carries out the action depending on the card where the piece ends up.

Points (1, 2 or 3)

The player moves the game piece the number of spaces rolled, clockwise, and carries out the action depending on the card where the piece ends up.

Animal with a Food Card

The player declares which food they believe is shown on the face-down card. Other players may give advice, and if nobody has a suggestion, the player may try to guess. Then the food card is turned face up so that everyone can see it.

If the player guessed wrong, the card is turned back face down and returned to its place, and the hand of the clock moves forward five minutes. This happens with every wrong guess!

If the player guessed correctly, the food card is removed from the table and set aside. The animal reveals who is not the thief: turn over the innocent card lying next to the animal and place it on top of the matching suspect card. The suspicions were unfounded!

Animal without a Food Card

Nothing happens, since the animal is already full.

Fairy

The player turns over the food card lying next to any animal card, shows it to all players, then turns it back face down and returns it to its place.

Star

The player moves the game piece to any animal card and tries to guess the food card lying next to it.

Clock

The hand of the clock moves forward five minutes. After the action is carried out, the turn passes to the next player.

End of the Game

The game can end in one of two ways:

  1. Time is up! If the hand of the clock points to "12" again and the thief has not been caught, the hour of the ghosts arrives. One last chance remains: the players may try to guess who the thief is. If the guess is correct, everyone wins; if not, they must start again!

  2. The players manage to feed all the animals before time runs out. Only one suspect remains, and that is the thief! The kingdom is saved! The less time this takes, the better.