Wer war's?: Löst das Rätsel von Schräghausen!
Wer war's?: Löst das Rätsel von Schräghausen! Rulebook
Table of Contents
Table of Contents
Components
- 9 child figures on stands
- 1 game board
- 5 crossroad tiles
- 10 large child cards
- 9 small child cards
- 9 key cards
- 4 toys
- 1 bridge card
- 4 red animal figures, the player pieces
- 4 cardboard player markers
- 1 die
- 1 toolbox
- 1 quick reference guide
- 1 talking radio
Setup
- Assemble the toolbox.
- Insert the child figures into their stands.
- Put 3 AA (1.5 V, LR6) batteries into the radio.
- Attach the crossroad tiles to the game board.
- The game board shows ten houses. The beige and lilac children start at the fairy's clearing.
- The white child is the only one who stays in their own house, the town hall.
- Distribute the other seven children among the ten houses as you wish, one per house. Three houses remain empty.
- Turn the crossroad tiles on the board so that all three adjoining paths are active.
- Lay the ten large child cards face up in a row at the top of the game board. One of these children is the owner of all the pets.
- Place the nine small child cards and the nine key cards (key side up) next to the board.
- Each key shows a typical feature of the house it opens.
- Place the toy cards and the die next to the board.
- Place the bridge card on its spot, impassable side up.
- Each player chooses a pet character and places its figure on the town hall, and places the player marker in front of themselves.
- George receives the toolbox.
Brief character notes:
- Bronco is a natural leader with a good sense of direction, brave and athletic.
- George is a jack-of-all-trades who carries the toolbox and always helps his friends. He likes to eat well.
- Rocky is sharp-tongued and plays drums in a rock band.
- Susi is clever, calm and purposeful, likes to look at the moon, and does so when Bronco is nearby. (ed.)
How to Play
Turn on the radio. After the greeting, start the game.
The Active Player
- Roll the die.
[Die faces shown in the rulebook: a crossroad face marked "5", a plain crossroad face, and step faces showing 4, 3, 2 and 1 pips.]
It shows the maximum number of steps you can make; you do not have to use all of them.
You may not cross the meadows or the river.
Try to reach a house with a child.
Crossroads do not count as steps.
You may take at most one child with you on your turn. The child must be taken from the house where you stopped or which you passed.
Then you may leave the child in any house you arrived at or passed.
If the die shows a crossroad, rotate the crossroad tile 90 degrees in the direction of the arrow.
If the die shows a crossroad with the number "5", turn over all five crossroad tiles!
After you have "turned the crossroads", roll the die again until a number of steps comes up.
Radio Controls
On your turn, always press the child button first, then the action button. Children, the leprechaun and even the fairy speak over the radio. If they give you instructions, follow them.
1. Press the child button. After you move your figure, press the button in the colour of the child you are with now. A short beep will sound.
Instead of a coloured button, you may always press the white button, even if there is no white child in the house with you, or no children at all.
2. Press the action button. After this, someone always speaks. You may now carry out one of five possible actions with the child.
1. Let the child give you something.
- For example, a key. Take it and put it in the toolbox.
- Or a toy; also put it in the box.
- Or information that will help you in the game.
Or a signal to bring back one of the two children from the forest clearing.
2. Ask the child where it lives. You will learn which distinctive feature its house has. Take a small card in the colour of the child and place it in the indicated house. You must have the matching key in the toolbox.
Important: keys may be used by any player at any time.
Place the key on the house, door side up, and put the child inside the house.
Excellent work! Now you will get a hint that helps you search for your owner. (ed.)
3. If you receive a direct indication of what your owner looks like, turn over 1 to 3 child cards that you can rule out.
Example: Bronco brings the blue child into a house. He asks again whether this is where he lives. In order, press the following buttons: blue circle, then the house with a question, then the door, once.
4. Ask the child to perform magic for you, if it has its star, press this icon.
5. Use a toy so that your owner recognizes you again.
Each of the ten children could be your owner. If you think you know which child is your owner, you may ask that child. The required condition is that you have a toy and that you are in the same house as the child. If you chose the right child, it will remember you.
Hooray, you have won!
End of the Game
The game can end in two different ways:
- You found your owner before 18:00 and saved the town.
- You did not succeed. Unfortunately, you have lost.
Difficulty Levels
The game can be played at three difficulty levels (easy, medium, hard).
After the introduction is finished, you may choose the difficulty level. If you do nothing, the game starts on the medium level. If you want an easy game, press the white circle, then ✰. For a hard game, repeat the star two more times.
In the easy game the child plays without the lilac and beige colours; those figures are not needed.
In the hard game the goblin is more dangerous, and the fairy helps you less often.
For an additional challenge, play without the small child pictures.
You must also remember which child lives in which house. There is, however, a little help: if you have brought a child to its house, you may place it on the small platform in the garden. That way you can see whether the child is already in its own house.
Example: Susi has just learned that the green child lives in the house that floats. She places the green child on the platform in front of the door.
Questions About the Game
Can more than one game character be in a house? Yes.
I misunderstood a message on the radio. There is a red repeat button on the radio. It can repeat everything that was said since the last press of the action button.
I pressed the wrong child button by accident. As long as you have not yet pressed the action button, this is not a problem. Just press the correct child button, then press the action button.
The fairy allows me to take another turn. You roll the die again and carry out your turn.
What can I do if the die brings me to a house where there are no children? Press the white child button. And the paw. This will allow you, or your blocked teammate, to pass the crossroad.
The magic power of one child moves my figure to another child and lets me carry out an action there. May I roll the die again there? No, you may carry out only the one indicated action with the child.
The fairy allows me to turn a crossroad. Do the rules for turning crossroads also apply in this case? Yes, you turn the tile exactly 90 degrees in the direction of the arrow.
We were advised to go to the beige or white child, although they are still in the forest. Unfortunately, you cannot go into the forest to reach these two. You must find their best friends according to the plan. As soon as you succeed, they will call the two children from the forest. Then the child will come to your figure.
A spell cast by the wizard returns the lilac child to the forest. Should you call it back from there? You should turn to the lilac child's best friend, so that it calls the lilac child out of the forest again, if the lilac child has not yet hinted at your owner and if you want to ask whether it is your owner.
How do I pause the game? Press the paw / action. Time will stop. In this way you can pause and return later.
If the fairy gives you another turn ("Make another turn!"), the time for that turn does not run out.
Unfortunately, we did not find our owner before the end of the game. How can we find out who it was? You will learn who your owner was when you finish playing: press the little figure icon. If you want to know what time the game ended, press the star.
How do I take a child with me? You take a child with you by moving your character's figure and the child's figure together.
Example of play: Rocky stands in the house on wheels and rolls a four, getting 4 steps in total. He goes to the house with the tambourines. There he takes the yellow child with him...
...and heads to the house that floats. Rocky leaves the yellow child here.
With the ginger child he goes to the house on legs and places it here.
Then he goes alone to the house with the rose garden.
Quick Reference
Rolling the Die
Move your figure forward by at most as many houses as the die shows.
Each house counts as one step.
Crossroads do not count as steps.
You may take at most one child with your character on each turn.
Flip one or all five crossroad tiles of your choice. After this you may roll the die again, until houses come up.
Radio Controls
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Here are the buttons with the colours of the children. Press the button for the colour of the child you are with.
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Here are the 5 possible actions.
Press the paw. You will receive a key, a toy, information, or a transfer of children from the forest.
The house with a question means your request. The child names a characteristic by which its house can be recognized.
Take the small child card and place it in the indicated little house.
Confirm to the child that it is at home.
The door icon. If you have the matching key to a house, you may bring the child into its house.
To do this, ask the child again where it lives. Only after that can you open the door. Do it like this: child button, house with a question, door.
Place the key on the house face up and put the child inside the house.
The little figure icon. You now receive a hint that helps you move on. Turn over the child cards that you can rule out.
The star icon. Ask the child to perform magic. Children with a star have magical abilities.
The little figure icon. Ask any child whether it is your owner. If you think you know which child is your owner, press the little figure.
The game ends with your victory if you guess your owner before darkness falls.