Haba 4550 Owner's manual

Category
Skill games
Type
Owner's manual

The Haba 4550 is a versatile educational game for 2-4 players aged 6 and up that combines imaginative play with math learning. It includes a twelve-piece puzzle game board, four knights, two dice, four crowns, sixteen number cards, and fifty sum cards with 200 different math problems. The game challenges players to use logical thinking and a bit of luck to solve math problems and advance their knights along the game board, with the goal of reaching the queen's castle first.

The Haba 4550 is a versatile educational game for 2-4 players aged 6 and up that combines imaginative play with math learning. It includes a twelve-piece puzzle game board, four knights, two dice, four crowns, sixteen number cards, and fifty sum cards with 200 different math problems. The game challenges players to use logical thinking and a bit of luck to solve math problems and advance their knights along the game board, with the goal of reaching the queen's castle first.

ENGLISH
Knights of the
Round Numbers
A
chivalrous educational
g
ame
f
or 2 - 4 pla
y
ers a
g
es 6 - 99. Includes a ma
g
ic sum-checker.
A
ut
h
o
r:
:
Tanja Engel
I
llust
r
at
i
o
n
s:
Gu
i
do
H
o
ffm
a
n
n
Len
g
th o
f
the
g
ame: approx. 15 – 25 m
i
nutes
Q
ueen Kasimira challen
g
es all the kni
g
hts in her land to a contest. The First Kni
g
ht to reach
h
er castle will be accepted into the illustrious circle of the “Knights of the Round Numbers”.
ut on t
eir wa
, t
e
ni
ts
ave to
et past t
e queen’s stern
uar
s. T
e
set t
e
ni
ts
complicated sums to do and the all-knowin
g
wizard Mathiculus oversees the answers. Do
y
ou
want to become a Knight of the Round Numbers? Then take up this challenge!
Contents
1 twe
l
ve-piece puzz
l
e
g
am
e
1 Wizard Mathiculus (wi
4 Knight
s
2 D
ice
4
C
rown
s
16 N
u
m
be
r
ca
r
ds
50 Sum cards
(
with 200 s
1 set o
f
g
ame instructio
n
3
e
b
oar
d
th red
lter)
ums
)
n
s
Dear Knights of the Round Numbers,
Be
f
ore pla
y
in
g
f
or the
rst time take a
g
ood look at a sum card:
t
h
e game
h
as sums wit
h
p
l
us, minus, times an
d
d
ivi
d
e. T
h
ere are a
l
so num
b
er
s
equences (a) and
g
reater than/less than sums (b). On each card there are four
s
ymbols, whose sums are categorized into di
ff
erent degrees o
f
di
ffi
culty
:
Squ
i
re =
N
um
b
ers up to twenty
Dragon =
N
umbers up to one hundre
d
Knig
h
t =
N
um
b
ers u
p
to one t
h
ousan
d
Q
ueen =
N
um
b
ers up to one mi
ll
io
n
T
he different degrees of difficulty mean that younger and older children have the
s
ame chances in the
g
ame. A
g
ree before the
g
ame which one of
y
ou has which
s
ymbol as a sum.
A
n
y
p
l
a
y
er w
h
o rea
l
ises t
h
at
h
is sums are too
h
ar
d
can p
l
a
y
t
h
e next time wit
h
an
easier symbol – or vice versa. So, in time you’ll certainly become Queen Kasimira’s
b
est num
b
er
k
nig
h
ts
.
Self-checking
Y
ou can make the answers to the sums visible with wizard Mathiculus and his “red
filter”. Put the wizard on the place marked in red and he shows the right answer
s
trai
gh
t awa
y
.
Ha
v
e
a
l
ot
o
f f
u
n!
Y
our
i
nventor team
ENGLISH
4
(
a
)
(
b
)
5
be the
f
irst to reach the
q
ueen’s cast
l
e
l
a
y
out the
game board
k
nig
h
ts at t
h
e start,
c
rowns read
y
n
um
b
er car
d
s an
d
tas
k
c
ards stacked
f
ace-down
m
agician an
d
d
ice rea
d
y
t
ake the ma
g
ician, turn
o
v
er
a
n
um
b
er car
d
r
eplace the crown in
f
ront
of
you in tur
n
p
lus =
guess
h
ig
h
er or equa
l
Aim of the game
Who is clever at sums and can reach the queen’s castle
rst
with logical thinking and a little luck of the dice
?
Preparation of the game
F
it the twelve pieces o
f
the game board together and take a
look
at
i
t
:
O
n the
g
ame board
y
ou see the wa
y
from the villa
g
e (= start
s
quare
)
to the queen’s castle
(
= destination square
)
. During
your journey you wi
ll
come across t
h
e queen’s stern guar
d
s
(= squares nos. 18, 37, 63, 82 and 100). The
g
uards will stop
you and ask you to solve one o
f
their tricky sums
.
Eac
h
p
l
a
y
er ta
k
es a
k
ni
gh
t an
d
t
h
e matc
h
in
g
co
l
or crown.
Place your knight on the start square. Place your crown in
front of you
.
S
hu
ffl
e the 16 number cards and place them in a pile
f
ace
d
own. Then shuffle the 50 sum cards and
p
ut them face
d
own in a pi
l
e next to t
h
e num
b
er car
d
s
.
K
eep wizar
d
Mat
h
icu
l
us an
d
t
h
e two
d
ice rea
d
y an
d
at
h
an
d
.
How to play
Play in a clockwise direction. Whoever greeted his
f
ellow
p
layers most regally begins. If you cannot agree, the youngest
pl
a
y
er
b
e
g
ins. In t
h
is roun
d
h
e is t
h
e “First Kni
gh
t”.
Th
e “First Knig
h
t” ta
k
es wizar
d
Mat
h
icu
l
us an
d
p
l
aces
h
im in
front of himself. Then he turns over the top card and puts it
d
own in such a way that everyone can see it.
Note:
Each player throws both dice at the same time. But be
f
ore
you t
h
row t
h
e
d
ice you
h
ave to guess w
h
et
h
er your
d
ice score
wi
ll
b
e
h
i
gh
er or
l
ower t
h
an t
h
e num
b
er on t
h
e num
b
er car
d
p
laced
f
ace up.
I
n turn ever
y
one places his crown in front of himself, showin
g
either the plus sign side or the minus sign side
:
I
f
y
ou place
y
our crown down with the plus side
showing, you are guessing that your dice score
i
s
h
ig
h
er t
h
an or t
h
e same as t
h
e num
b
er on t
h
e
num
b
er car
d
.
ENGLISH
6
m
in
us
=
g
uess lower or equal
th
row
b
ot
h
d
ice
in
tu
rn
:
c
ompare the result with
y
our num
b
er car
d
an
d
y
our
g
ues
s
g
u
ess
w
rong
=
y
our kni
g
ht remain
s
standin
g
guess rig
h
t =
m
ove your knight
f
orward
b
y
the number shown on
th
e
d
ice
guar
d
square =
STOP an
d
so
l
ve
a
task
t
as
k
square =
so
lv
e
a
task
I
f
y
ou place
y
our crown down with the minus
side showing, you are guessing that your dice
sco
r
e
i
s
lo
w
e
r
tha
n
o
r
the
sa
m
e
as
the
n
u
m
be
r
o
n the number card.
Ever
y
one s
h
ou
ld
ta
k
e a turn to t
h
row
b
ot
h
d
ice. T
h
e “First
Knight” begins: add the numbers showing on the two dice.
Then compare your result with the number card facing up and
y
our crown
g
uess
:
Guessed wrong
?
Place the crown with the wron
g
side in front of
y
ou;
u
n
f
ortunately your knight has to stay put
.
Example:
T
he number card that was turned over shows the number 10.
You put your crown
d
own wit
h
t
h
e p
l
us sign s
h
owing. You
t
hrow a 3 and a 4, so
y
our dice score is 7. You
g
uessed wron
g!
Guesse
d
rig
h
t?
Place the crown with the ri
g
ht side in
f
ront o
f
y
ou;
y
ou ma
y
m
ove your knight forward on the board. Move him on as
m
an
y
squares as the combined total o
f
the two dice.
Example:
T
h
e
n
u
m
be
r
ca
r
d
t
h
at
w
as
tu
rn
ed
o
v
e
r
s
h
o
w
s
t
h
e
n
u
m
be
r 10.
You put your crown
d
own wit
h
t
h
e p
l
us sign s
h
owing. You t
h-
r
ow a 3 an
d
a 10, so your
d
ice score is 13. You guesse
d
rig
h
t!
You ma
y
move
y
our kni
g
ht forward 13 squares.
T
h
e guar
d
squares
The guard squares
(
= squares nos. 18, 37, 63, 82 and 100
)
a
re specia
l
squares. You cannot move over t
h
e guar
d
squares,
s
ince the strict queen’s
g
uards stand in the wa
y
. Even i
f
y
ou
were to move with your knight over a guards square, you
would have to stay put there. Surplus points are forfeited. The
g
uards set the pla
y
er a sum. The rules of settin
g
sums are the
s
ame as those
f
or the sum squares.
The sum square
s
The sum squares
(
e.g. squares nos. 5, 9, 13, etc.
)
are the ones
f
ramed with pebbles. I
f
y
our kni
g
ht lands on a sum square,
you are immediately set a sum. Take the top card
f
rom the
s
um cards pile and place it down in front of you. See which of
t
he sums matches
y
our personal de
g
ree of difficult
y
(esquire,
dragon, knight or queen) and read the sum out loud. Try to
wor
k
t
h
e sum out in your
h
ea
d
an
d
say t
h
e answer out
l
ou
d.
ENGLISH
7
t
as
k
not so
l
ve
d
=
move
y
our kni
g
ht bac
k
by one task square
t
as
k
so
l
ve
d
=
move your knight
f
orwar
d
b
y
one task square
new round,
p
ass
t
he magician on
ENGLISH
The “First Kni
g
ht” checks the answer and places the wizard
with the red filter over the red answer
p
art of the sum card.
T
h
e ri
gh
t answer
b
ecomes visi
bl
e
!
Did
y
ou work the sum out correctl
y?
Th
at’s too
b
a
d
! Move
y
our
k
ni
gh
t
b
ac
k
one square.
Y
our move
i
s over.
Example:
Y
our knight is on sum square 30 and you did not work the
s
um out correct
l
y. Too
b
a
d
, you must move your
k
nig
h
t
b
ac
k
to sum s
q
uare 24
.
Di
d
you wor
k
t
h
e sum out correct
l
y
?
Well done! Move
y
our square onto the next sum square.
You
r m
o
v
e
i
s
o
v
e
r.
Example:
Y
our
k
nig
h
t is on sum square 30 an
d
you wor
k
e
d
t
h
e sum ou
t
c
orrectl
y
. As a reward
y
ou ma
y
move
y
our kni
g
ht onto sum
s
quare
3
4
.
Exception:
I
f the next sum square is a guards square, you are set
anot
h
er sum imme
d
iate
ly
.
Example:
Y
our kni
g
ht is on sum square 34 and
y
ou worked the sum ou
t
c
orrect
l
y. Now move your
k
nig
h
t onto guar
d
s square 37 an
d
you are set anot
h
er sum imme
d
iate
l
y.
Then
p
ut the sum card back at the bottom of the sum cards
p
i
l
e.
N
ew round
O
nce everyone has finished their move the round ends. The
“First Kni
gh
t” passes wizar
d
Mat
h
icu
l
us on to t
h
e next p
l
a
y
er.
He is now the “First Knight” and begins a new round. Turn
o
ver the next number card from the face down
p
ile of cards
a
n
d
p
l
ace it on t
h
e car
d
turne
d
over in t
h
e
l
ast roun
d
.
I
f there are no cards left in the face down pile, shuffle all the
n
umber cards in the
f
ace up pile and make a new
f
ace down
p
i
l
e.
8
a
k
nig
h
t reac
h
e
s
t
h
e
cast
l
e
a
n
d
so
lv
es
t
h
e
l
ast
task
=
t
h
e winner
ENGLISH
End of the game
The game ends as soon as a knight has reached the queen’s
c
astle
(
= destination square
)
and worked the last guard’s
s
um out correct
ly
. T
h
is p
l
a
y
er wins an
d
is accepte
d
by
Queen
Kasimira into her
f
amous “Round Numbers”
.
Variations in settin
g
sums
:
You can vary the degree of difficulty of the game with the
f
ollowin
g
variations. A
g
ree amon
g
st
y
ou how
y
ou have to
work out your sums
:
Wri
tte
n v
a
ri
at
i
o
n:
younger children may work the sum out on paper. For this
you will need a pen and paper
.
Time variation:
I
n this variation you have to do quick mental arithmetic.
Place the sum card in
f
ront o
f
the pla
y
er and count slowl
y
f
rom 101 to 105. When
y
ou reach 105 turn the sum card
o
v
er
.
T
h
e p
l
a
y
er now
h
as to sa
y
t
h
e answer
.
Readin
g
out variation:
This is even more di
ffi
cult! Read the sum out to the pla
y
er
n
o more than three times. He must not see the sum card
a
n
d
m
ust
do
t
h
e
su
m in hi
s
h
ead.
JAPANESE
9
1
0
JAPANESE
(
a
)
(
b
)
11
JAPANESE
1
2
JAPANESE
13
JAPANESE
14
JAPANESE
15
JAPANESE
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Haba 4550 Owner's manual

Category
Skill games
Type
Owner's manual

The Haba 4550 is a versatile educational game for 2-4 players aged 6 and up that combines imaginative play with math learning. It includes a twelve-piece puzzle game board, four knights, two dice, four crowns, sixteen number cards, and fifty sum cards with 200 different math problems. The game challenges players to use logical thinking and a bit of luck to solve math problems and advance their knights along the game board, with the goal of reaching the queen's castle first.

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