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How to play IN & OUT - Glutz

How to play IN & OUT - Glutz

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Aim of the game<br />

The winner is the first person <strong>to</strong> collect six access cards.<br />

<strong>How</strong> <strong>to</strong> <strong>play</strong><br />

Each access card has a coloured figure and access rights <strong>to</strong> four doors (the doors are marked<br />

as “Tür” on the access cards and keyhole plate).<br />

All the <strong>play</strong>ers try <strong>to</strong> put <strong>to</strong>gether their four code cards as quickly as possible so that they match<br />

one of the four access cards around the keyhole plate. The idea is <strong>to</strong> arrange the code cards so<br />

that when the keyhole plate is laid precisely over them, they show exactly the same coloured<br />

figure and access rights <strong>to</strong> the four doors as given on the Access card.<br />

If a <strong>play</strong>er thinks their colour code is correct, they call out “Access granted”, and turn the three<br />

access cards on the board that do not match their<br />

colour code face down. Now the <strong>play</strong>er lays the keyhole<br />

plate over the code cards that they have arranged <strong>to</strong><br />

see whether the colours match the access card that is<br />

still face up.<br />

Colour code correct<br />

The <strong>play</strong>er takes and keeps the access card.<br />

For the exception <strong>to</strong> this, see: Guests have free access.<br />

Colour code wrong<br />

The access card is left on the board. The <strong>play</strong>er has <strong>to</strong> give up one of their guest cards. If the<br />

<strong>play</strong>er does not have any more guest cards, they have <strong>to</strong> give up one of the access cards they<br />

have earned in the game.<br />

After checking with the keyhole plate, the <strong>play</strong>er turns over the four cards they have used. They<br />

place their own code cards at the bot<strong>to</strong>m of their discard pile. They give other <strong>play</strong>ers’ code<br />

cards back <strong>to</strong> the <strong>play</strong>ers they were taken from, who place them in a pile face up. Once a <strong>play</strong>er<br />

has four code cards on the face-up pile, they can exchange them for an access card. They place<br />

the code cards at the bot<strong>to</strong>m of their discard pile. At the end of the round, the three access<br />

cards that have been turned face down on the board are turned face up again. Another access<br />

card is added if required, and a new round begins.<br />

Code cards<br />

1. While putting <strong>to</strong>gether their colour codes, each <strong>play</strong>er can exchange one of their four code<br />

cards with one of the code cards on the board.<br />

2. At the end of a round, all <strong>play</strong>ers can replace their four code cards with new ones. Players put<br />

their own code cards at the bot<strong>to</strong>m of their own discard pile. If they have other <strong>play</strong>ers’ code<br />

cards, they place them on the face-up pile of the <strong>play</strong>er they were taken from.<br />

Guests have free access<br />

Once a <strong>play</strong>er has placed a correct colour code, another <strong>play</strong>er can intervene by calling out<br />

“That’s my guest” and turning one of their guest cards face up. If the coloured figure on the<br />

guest card matches the coloured figure on the access card, this <strong>play</strong>er gets the access card. If<br />

it does not match, the <strong>play</strong>er who placed the colour code keeps the access card. In both cases<br />

the guest card is taken out of the game.<br />

End of the game<br />

The game ends when a <strong>play</strong>er has collected six access cards. The winner!

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