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Wissens-Spektrum

Wissens-Spektrum Rulebook

Table of Contents

Table of Contents

  • Number of Players
  • Contents of the Game
  • Goal of the Game
  • Setup
  • Procedure
  • End of the Game
  • Supplementary Rules
  • Expanding Your Wissens-Spektrum

Number of Players

2 to 36 players, either individually or in equal teams. Optimal number of players: 4 to 8. Some balance of knowledge and age should be aimed for.

Contents of the Game

  • 1 game board (a map of the Earth)
  • 6 game pieces
  • 36 rings (6 per colour)
  • 1 die
  • 1,080 question and answer cards

Note: Each knowledge area contains 12 blank cards on which you can write your own questions and answers.

Goal of the Game

The goal is to be the first player or team to win the Philosopher's Stone. This is done by equipping a game piece with one ring from each of the 6 knowledge areas. Last, the game piece must be brought onto one of the two joker spaces and a concluding question answered. After a correct answer the player jumps into the middle, onto the globe.

Setup

Each player (team) chooses a game piece and places it in the centre of the map of the Earth.

Each player rolls the die once. The player with the highest number begins, and play continues clockwise.

Procedure

The first player chooses a knowledge area and places his game piece on the matching coloured space in the inner hexagon.

Knowledge areaColour
General knowledgepink
Geographygreen
Historyblue
Artviolet
Natural scienceyellow
Sportred

The questions on the cards are numbered from 1 to 6. The player rolls the die once. The die points determine which question number is read out by his opponent, as follows:

The person to the right of the player draws the first question card of the knowledge area and reads aloud the corresponding question. If the player answers the question correctly, he keeps the card and rolls again. He moves forward by the number of die points in any direction he chooses, but not back and forth within the same turn. The coloured space reached determines the knowledge area for the next question.

If the player answers this question incorrectly, the card is put back at the end of the respective knowledge area and the player to the left is next.

If the player lands on a rectangular space, he has only one chance to answer a question.

If, however, he lands on a round space (other than the 2 joker spaces) and cannot answer the question, he may roll a second time to determine a second question number and thereby gets a second chance.

If he also does not answer this question correctly, or if the die shows the same number as on the first roll, the next player is up.

If a player has collected three cards from one knowledge area, he may exchange them for a matching ring. The three cards are then put back at the end of the respective knowledge area.

The two golden spaces are joker spaces. When a player reaches a joker space, he may choose any knowledge area. A space may be occupied by several game pieces at the same time. There is no knocking out (sending back).

End of the Game

After a player has acquired all six rings, he must land exactly on one of the two joker spaces. Then, instead of himself, his opponents choose a knowledge area before the question card is drawn. The player himself rolls the question number as usual. If he answers the question correctly, he is the winner, because he has found the Philosopher's Stone. If he answers incorrectly, he must leave the joker space on his next roll and try again from the beginning to reach it. He may, of course, return to the same joker space.

Supplementary Rules

Within a group the rules may of course be slightly modified, so that large differences in knowledge do not spoil the fun.

  1. If a player is weak in a particular knowledge area, he may collect three cards from another area and then needs only one card from the difficult knowledge area to exchange these four cards for a ring of the weak area.

  2. The following rule is especially suitable for children under 12 years old. If a question is too difficult, they may roll three times after a wrong answer. If the result of the three rolls is 12 or higher, the child receives the card.

  3. The following rule allows faster play. If a player does not know the correct answer, the question is put to the other players (clockwise from the player). The first to answer it correctly then receives the card.

Expanding Your Wissens-Spektrum

In the original edition of Wissens-Spektrum the first six categories are mixed together and of a general nature. But perhaps you have a particular knowledge spectrum in special fields, or would like to give others pleasure with questions from their own subject area? As refill packs, Altenburg-Stralsunder offers the following various categories with questions and answers. You can exchange them freely for other knowledge categories. These ideal gifts and presents are available in every well-stocked toy and stationery shop.

  • 9616/8: Pop + Rock / Olympics / Teenagers
  • 9617/7: German History / Travel / Motoring
  • 9618/6: Fairy Tales / Bible / Austria