Haba 4798 De verborgen sleutel, 4798 Owner's manual

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S
pie
l
an
l
eitung
Instruct
i
ons
Règ
l
e
d
u jeu
Spe
l
rege
l
s
Instrucc
i
ones
Istruz
i
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The Hidden Key · La clé cachée · De verborgen sleutel
La llave escondida · La chiave nascosta
Der versteckte Schlüssel
Ein
g
eheimnisvolles Versteckspiel für 3 - 6 Spieler von 5 - 99 Jahren
.
Auto
r
e
n
:
In
ka
&
M
a
r
kus
Br
a
n
d
Illustration: Mark Robitzk
y
Sp
ieldauer: 15 - 20 Min
ute
n
S
eit Jahrhunderten geistert das freche kleine Gespenst Leopold durch Schloss Tausendschatz
u
nd kennt dort alle Winkel und
g
eheimen Ecken auswendi
g
. Natürlich weiß es auch, wo die
wertvollsten Schätze versteckt sind. Leopold hatte immer seine Freude daran, dass keiner der
b
isherigen Schloßbewohner jemals einen Schatz gefunden hat.
Ab
er mit
d
er neuen Fami
l
ie ist a
ll
es an
d
ers. Leopo
ld
h
at sie
g
ern un
d
möc
h
te etwas von
d
en
S
chätzen ab
g
eben. Deshalb hinterlässt er hier und da kleine Hinweise, wo sich der Schlüssel
z
u den Schatzverstecken befi ndet. Die Schlossbewohner müssen diese nur richtig deuten und
s
chon sind sie
g
anz nah dran! Wer am schnellsten ist und die meisten Schlüssel fi ndet, kann
s
ich auch die meisten Schätze holen.
Spielmaterial
1 Schlüssel
1
Sc
h
at
z
t
r
u
h
e
8 Schätze
(
aus Holz
)
1 Kompas
s
12 V
e
r
stec
k
e
6
Schlossbe
w
oh
n
er
14 rosa Brie
f
e
14
b
l
aue
Bri
e
f
e
1 rosa S
y
mbolwürfel
1 blauer S
y
mbolwür
f
el
1 Spielanleitung
1 Bo
g
en mit 12 Aufklebern
Vor dem ersten Spiel
K
lebt die Aufkleber beliebig
v
e
r
te
il
t
au
f
d
i
e
be
i
de
n W
ü
rf
e
l
.
DEUTSCH
ENGLISH
10
Game Idea
T
he players take turns to be the ghost. The ghost hides the key in the room and the other
p
layers have to fi nd it as quickly as possible. Before the search, different clues about the
h
i
d
in
g
p
l
ace are
g
iven w
h
ic
h
t
h
e
gh
ost t
h
en
h
as to ta
k
e into account w
h
en
h
i
d
in
g
t
h
e
k
e
y
.
T
he aim o
f
the game is to
nd the most keys.
Introductory Game for Little Ghosts
Preparation of the Game
P
lace the compass in the center o
f
the table
.
S
huffl e separatel
y
the pink and blue envelopes and put them into two piles with the front face
d
own. Each pla
y
er receives a card showin
g
a castle inhabitant and places it in front of him,
w
ith the picture of the inhabitant face up. Remainin
g
inhabitant cards are removed from the
g
ame
.
Get the treasures, the treasure chest and the ke
y
read
y
.
The dice and 12 hidin
g
places are needed later in the pro
f
essional variation
.
N
ow p
l
ay severa
l
roun
d
s.
How to Play
Play in a clockwise direction and take turns to be the ghost.
Th
e p
l
a
y
er w
h
o can
h
ow
l
in t
h
e scariest wa
y
l
i
k
e a
p
hantom is the
g
host in the
rst round.
Th
is p
l
a
y
er turns over
h
is in
h
a
b
itant car
d
.
A
g
host is shown on the back indicatin
g
that you play the ghost in this round and
are
h
i
d
in
g
t
h
e
k
e
y
. T
h
e ot
h
er p
l
a
y
ers
p
la
y
the role o
f
castle inhabitants
.
N
ow turn over the to
p
card of the two enve-
lope piles and place them
f
ace up in the center
of the table. Together have a look at the illustra-
tions. The
y
offer clues that
y
ou have to bear in mind
when searchin
g
f
or the ke
y
and which the
g
host has to
r
espect when hiding the key
.
11
ENGLISH
What is the clue on the pink envelope?
• A
k
ey
The two color splashes determine that the key has to be hidden in a place
w
here it is in contact with an ob
j
ect o
f
one o
f
these two colors.
Example:
The ke
y
has to touch either a red or a
g
reen ob
j
ect.
A treasure chest
T
h
e
k
e
y
h
as to
b
e p
l
ace
d
insi
d
e t
h
e treasure c
h
est an
d
t
h
e c
h
est
h
i
dd
en
.
W
h
at is t
h
e c
l
ue on t
h
e
bl
ue enve
l
o
p
e?
L
e
g
s
D
epending on the direction o
f
the arrow, the key has to be hidden
a
t a place in the room above or below the knees of the ghost.
• T
h
e compass
The red mark o
f
the compass card indicates in which section o
f
the room the
k
ey must be hidden. So refer to the compass in the center of the table
t
o determine which section o
f
the room is meant.
Example:
Here the section North-South is marked. So the ke
y
has to be hidden in the
p
art o
f
the room indicated between the North and South mark o
f
the compas
s
o
n t
h
e ta
bl
e.
Important:
• T
h
e compass may not
b
e rotate
d
or move
d
d
uring t
h
e game
.
Be
f
ore startin
g
to pla
y
, a
g
ree upon the
f
our sections that the compass divides the room into.
1
2
ENGLISH
Does an envelope show a smud
g
e?
That
i
s
a
dead
loss
.
T
his card does not
g
ive an
y
clues about the hidin
g
place.
Discuss and talk about what the clues of the two envelopes mean. When
y
ou are read
y
the
g
host
g
ives the command:
W
h
ooo, s
h
ut your eyes!”
A
ll inhabitants now have to close their eyes so that the ghost can hide the key. While doing so
y
ou
h
ave to ensure t
h
at t
h
e
h
i
d
in
g
p
l
ace comp
l
ies wit
h
t
h
e c
l
ues on t
h
e enve
l
opes. A
l
so,
y
ou are
n
ot allowed to hide the ke
y
completel
y
underneath an
y
ob
j
ect, part o
f
the ke
y
must alwa
y
s be
v
i
s
i
b
l
e.
Important:
I
t’s a matter of honor that the inhabitants don’t try and peek when the ghost hides the key.
Y
ou can a
l
so a
g
ree t
h
at t
h
e in
h
a
b
itants
l
eave t
h
e room w
h
i
l
e t
h
e
gh
ost is
h
i
d
in
g
t
h
e
k
e
y
.
O
nce you have hidden the key you shout
Hey-
h
o
k
ey w
h
ere are you?”
N
ow the other pla
y
ers can open their e
y
es. Now the
y
all search simultaneousl
y
f
or the ke
y
.
Hint:
If
the
g
host notices that the ke
y
is hard to
nd he can
g
ive little clues such as “hot” or “cold”
.
T
he pla
y
er who fi nds the ke
y
rst ma
y
take a treasure and place it on his castle inhabitant card
.
A new round starts:
N
ow it’s the turn of the next player to be the ghost. Both envelopes are slipped under their cor
-
r
espon
d
in
g
pi
l
es, t
h
e
gh
ost turns over
h
is in
h
a
b
itant car
d
an
d
a new roun
d
starts as
d
escri
b
e
d
.
ENGLISH
Important hiding rules
If the players notice that the ghost has made a mistake when hiding the key, all players
except the
g
host and the ke
y
nder receive an envelope as a reward.
I
f
the ke
y
has been hidden without
f
ollowin
g
the clues and there
f
ore can’t be
f
ound all
the players except the ghost receive an envelope.
If nobod
y
nds the ke
y
althou
g
h it has been hidden accordin
g
to the clues no pla
y
er
r
eceives an
y
treasure and the
g
host has to hide the ke
y
once a
g
ain.
End of the Game
The game ends …
with 2 pla
y
ers after ei
g
ht rounds
.
with 3 and 6 players a
f
ter six rounds
with 5 players after fi ve rounds
.
N
ow all players count their treasures and their envelopes.
Each treasure scores two
p
oints, each envelo
p
e scores one
p
oint.
The pla
y
er with the most points wins. In case of a draw the pla
y
er with the most treasure
wins the game.
Hint:
You can also tie a ribbon to the key so that it is easier to fi nd
.
Variation for professional ghost experts
The professional variation adds even more dynamics and suspense to the game as only the
g
host and some o
f
the pla
y
ers know the clues
f
or the hidin
g
place.
Preparation of the Game
D
istribute the game material as in the basic variation
.
Also distribute the twelve hidin
g
places
f
ace up
a
round the compass. They should be within
good reach of all players and at a distance
of
a hand’s width to each other.
The ghost takes both dice.
1
1
1
1
1
1
1
1
1
1
1313131313
1
1
1
1
1
13
1
1
1
1
1
1
1
1
1
1
1
13
1
13
1
1
1
3
3
3
3
14
ENGLISH
How to Play
Be
f
ore the ghost hides the key you determine who amongst the other players may see the clues.
Th
e
gh
ost ro
ll
s
b
ot
h
d
ice.
T
he inhabitants now quickly have to recognize the symbols and grab
f
or the two corresponding
hiding places in the center of the table or place their hand on them
.
Important:
The pla
y
ers ma
y
onl
y
use one hand to snatch for one hidin
g
place at a time
.
W
hoever wants to
g
rab the second hidin
g
place has to have placed the
rst one in
f
ront o
f
him.
If a player has put his hand on a hiding place or has taken it, he may not change his mind or
p
ut a hidin
g
place back in the center of the table
.
Now t
h
e p
l
a
y
ers w
h
o snatc
h
e
d
t
h
e ri
gh
t
h
i
d
in
g
p
l
aces can
d
raw t
h
e
t
op envelope o
f
the blue pile and then the one on top o
f
the pink
p
ile and have a secret look at them
.
The player who snatched for the hiding place shown on the blue die can have a look at the
b
lue envelope. The pla
y
er who snatched for the hidin
g
place shown on the pink die can have
a look at the pink envelope
.
It can also occur that one player may look at both envelopes if he has snatched the two
h
i
d
in
g
p
l
aces.
Th
en t
h
e enve
l
opes are
g
iven to t
h
e
gh
ost. T
h
e
gh
ost
l
oo
k
s at t
h
em, t
h
e
inhabitants close their e
y
es and the
g
host hides the ke
y
accordin
g
to the
c
l
ues
.
Hint:
A
t the be
g
innin
g
o
f
the
g
ame place the treasure chest underneath the lid o
f
the
g
ame box.
W
hen a clue determines that the key has to be placed in the treasure chest the ghost takes the
treasure c
h
est wit
h
out ma
k
in
g
a noise.
T
he rest of the game is played as in the introductory version
.
Have lots o
f
f
un searchin
g
f
or the ke
y!
1
5
FRANÇAIS
La clé cachée
Un
j
eu
d
e cac
h
ettes secrètes pour 3 à 6
j
oueurs
d
e 5 à 99 ans.
Auteu
r
s
: In
ka
&
M
a
r
kus
Br
a
n
d
Illustration : Mark Robitzk
y
Durée de la
p
artie : 15
à
20 min
utes
D
e
p
uis des siècles, le
p
etit fantôme Léo
p
old se
p
romène dans les salles du château Mille
Trésors. I
l
connaît tous
l
es coins, recoins et cac
h
ettes secrètes. Evi
d
emment, i
l
sait aussi où sont
cachés les précieux trésors. Jusqu’à maintenant, Léopold s’était ré
j
oui qu’aucun des habitants
du
c
h
âteau
n’
a
i
t
e
n
co
r
e
t
r
ou
v
é
de
t
r
éso
r.
Mais avec la nouvelle famille qui
y
habite, tout est différent. Léopold l’aime bien et il voudrait
l
ui donner quelques-uns des trésors. Il laisse donc ici et là des indications sur l’endroit où se
t
rouve la clé corres
p
ondant aux cachettes des trésors. Les habitants du château n’ont
p
lus
q
u’à
b
ien
l
es inter
p
réter et i
l
s seront
b
ientôt en
p
ossession
d
es trésors. Ce
l
ui
q
ui sera
l
e
pl
us
r
apide et trouvera le plus de clés pourra récupérer le plus de trésors.
Contenu du jeu
1 clé
1
co
ffr
e
à
t
r
éso
r
s
8 trésors
(
en bois
)
1 boussol
e
2
cac
h
ettes
6
hab
i
ta
n
ts
du
château
14 lettres roses
14 l
ett
r
es
b
l
eues
1
d
é à s
y
m
b
o
l
es roses
1 dé à s
y
mboles bleu
s
1 f
eu
ill
e
a
v
ec
12
autoco
ll
a
n
ts
1 rè
gl
e
d
u
j
eu
Avant de
j
ouer pour la première
f
ois
Co
ll
e
r l
es
autoco
ll
a
n
ts
su
r l
es
deu
x
dés
e
n
l
es ré
p
artissant
d
e manière
q
ue
l
con
q
ue.
20
FRANÇAIS
Déroulement de la partie
A
vant que le
f
antôme ne cache la clé, vous devez décider quels joueurs vont avoir le droit de
vo
ir
les
in
d
i
cat
i
o
n
s.
Le
f
antôme lance les deux dés
.
Les habitants du château doivent reconnaître les symboles très vite et attraper le plus vite possi-
bl
e
l
es
d
eux cac
h
ettes correspon
d
antes posées au mi
l
ieu
d
e
l
a ta
bl
e ou mettre
l
a main
d
essus
.
Important :
Les
j
oueurs attrapent une seule cachette avec une seule main
.
Celui
q
ui veut attra
p
er la deuxième cachette doit d’abord avoir
p
osé la
p
remière devant lui.
Quan
d
un
j
oueur a posé sa main sur une cac
h
ette et
l
’a attrapée, i
l
n’a p
l
us
l
e
d
roit
d
e
chan
g
er d’avis ni de remettre la cachette au milieu de la table.
L
es habitants du château qui ont attrapé les bonnes cachettes
p
rennent la lettre
p
osée sur la
p
ile bleue et celle
p
osée sur la
p
ile
rose et
l
es re
g
ar
d
ent
d
iscrètement :
Le
j
oueur qui a attrapé
l
a cac
h
ette correspon
d
ant au
d
é
bl
eu a
l
e
d
roit
d
e re
g
ar
d
er
l
a
l
ettre
b
leue. Le
j
oueur qui a attrapé la cachette correspondant au dé rose prend la lettre rose
.
Il peut aussi arriver qu’un joueur ait le droit de regarder les deux lettres s’il a attrapé les
deu
x
cachettes
.
E
nsuite, le fantôme prend ces deux lettres. Il les re
g
arde, les habitants
d
u château
f
erment les
y
eux et le
f
antôme cache la clé en suivant les
in
d
i
cat
i
o
n
s.
Conseil :
A
u début de la partie, posez le co
ff
re à trésors sous le couvercle de la boîte. Le
f
antôme le pren
-
d
ra sans faire de bruit seulement lorsqu’une indication lui signale de cacher la clé dans le coffre.
Le reste de la partie est
j
oué comme dans le
j
eu de base.
Bonne c
h
ance en c
h
erc
h
ant
l
es cac
h
ettes !
T
L 80407 1/12 Art. Nr.: 4798
Kinderzimmer
Ch
i
ld
ren’s room
C
h
a
m
b
r
e
d
e
n
fa
n
t
K
in
de
r
ka
m
e
r
s
K
inderen be
g
ri
j
pen de wereld spelen-
derwijs. HABA begeleidt hen hierbij met
spe
ll
en en spee
l
goe
d
d
at nieuwsgierig maa
k
t,
f
antasie volle meubels, knusse accessoires,
sieraden, geschenken en nog veel meer. Want
kl
eine ont
d
e
kk
ers
h
e
bb
en grote i
d
eeën no
d
ig.
C
hildren learn about the world
th
roug
h
p
l
ay. HABA makes it easy for
t
h
em wit
h
games an
d
toys w
h
ic
h
arous
e
curiosit
y
, with ima
g
inative
f
urniture,
delightful accessories, jewelry, gifts and
m
uc
h
more. HABA encourages
b
ig i
d
eas
f
or our diminutive explorers
.
Kinder be
g
rei
f
en spielend die Welt.
HABA
b
eg
l
eitet sie
d
a
b
ei mit Spie
l
en un
d
S
pie
l
zeug,
d
as i
h
re Neugier wec
k
t, mit
f
antasievollen Möbeln, Accessoires zum
W
ohl füh len
,
Schmuck
,
Geschenken und
v
i
ele
m m
eh
r. D
e
nn
kle
in
e
En
tdecke
r
brauchen
g
ro
ß
e Ideen
.
L
es enfants apprennent à comprendre
l
e mon
d
e en jouant. HABA
l
es accompagne
s
ur ce chemin en leur o
ff
rant des
j
eux et des
jouets qui éveillent leur curiosité, des meubles
p
l
eins
d‘
imagination,
d
es accessoires pour se
s
entir à l‘aise, des bi
j
oux, des cadeaux et bien
plus encore. Car les petits explorateurs ont
b
esoin
d
e gran
d
es i
d
ées !
Erfinder für Kinder
Inventive Playthings for Inquisitive Minds
Créateur pour enfants joueurs · Uitvinders voor kinderen
Inventa juguetes para mentes curiosas · Inventori per bambini
Habe
rm
aaß
G
m
b
H
Au
g
ust-Grosch-Stra
ß
e 28 - 3
8
96476 Bad Rodach, Germany
www.haba.d
e
L
os niños com
p
ren
d
en e
l
mun
d
o
j
u
g
ando
.
HABA les acompaña con
j
ue
g
os
y
j
u
g
uetes, que despiertan su interés, con
muebles llenos de fantasía, accesorios
p
ara
e
ncontrarse bien,
j
o
y
as, re
g
alos
y
muchas
c
osas más, pues, los pequeños aventureros
necesitan gran
d
es i
d
eas.
Decoración habitación
Gesche
n
ke
G
if
ts
C
adeaux
G
eschenken
R
e
g
alo
s
R
e
g
al
i
Ca
m
e
r
a
de
i
ba
m
b
ini
I
b
am
b
ini scoprono i
l
mon
d
o giocan
d
o
.
La HABA li aiuta con
g
iochi e
g
iocattoli che
d
estano la loro curiosità
,
con mobili fantasiosi
,
co
n
accesso
ri
che
nn
o
un senso
d
i
b
enessere,
c
on bi
g
iotteria
,
re
g
ali e altro ancora.
Pe
r
c
h
é
i
picco
l
i scopritori
h
anno
b
isogno
d
i gran
d
i i
d
ee
.
B
aby & Kleinkin
d
In
f
ant Toy
s
Jouets premier âge
Ba
b
y &
kl
eute
r
B
e
b
é
y
niño pequeño
B
e
b
è &
b
am
b
ino
p
icco
l
o
Kin
de
r
sch
m
uck
Children’s
j
ewelr
y
Bijoux d’enfant
s
Kindersierade
n
Jo
y
ería infantil
Bi
g
iotteria per bambini
/