On the nuts!

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On the nuts!
Game data
author Michael Feldkoetter
graphic Loïc Billiau
publishing company Amigo
Publishing year 2012
Art Board game
Teammates 2-4
Duration 30 minutes
Age from 8 years

On the nuts! is a board game for two to four people by Michael Feldkötter . It was published in 2012 by the German publisher Amigo and was presented at the international game days in Essen. In the game, with the help of squirrels , the players have to collect as many nuts of different types as possible in order to replenish their winter supply.

Theme and equipment

With "On the nuts!" It is a game in which the players have to bring as many squirrels as possible onto a board by throwing the dice, with which they can then collect various nuts and bring them to their nut stores. They roll the squirrels with three game dice over a dice bar into the playing field and have to prevent getting a result twice and thus ending up empty-handed (push your luck).

In addition to the instructions, the game material consists of:

  • a game board with six attachable hedges,
  • 60 squirrel figures, 15 each in the four player colors (red, white, blue, black),
  • three dice, two white and one green,
  • 32 nut stores, eight cards each for each player,
  • 60 nut cards, including 12 walnuts, hazelnuts, beechnuts and acorns as well as 12 joker cards, and
  • a pawn "David the thieving raccoon".

Style of play

Game preparation

At the beginning of the game, the game board is set up in the middle of the table and each player chooses a color. The players get all squirrels of their color as well as eight nut bearings with the same squirrel motif. The nut cards are shuffled, then the top four cards are placed under the dice line of the playing field so that only the field under the “7” remains free. Each player receives a nut card to start with, which he must put directly into one of his nut stores. Eight more nut cards are set aside, the remaining cards are placed face down as a draw pile. Starting with a starting player, the players play clockwise and make their moves one after the other. With the exception of the starting player, the following players may, depending on their position at the start, place one to three squirrels on any spaces of the 2-part area of ​​the game board, whereby two squirrels of the same type may never be in the same space.

Game flow

Actions per round
  • Select dice and dice
  • Place the squirrel figure according to the
    result
  • Keep rolling or stop
  • In the event of a miss:
    • Take back the squirrel, cancel the move
  • If the result is successful:
    • Push the squirrel into the 2-way area
    • Evaluate the range of 2
    • Evaluate range of 3
    • Evaluate the range of 4
    • Evaluate raccoons, steal cards
    • Put nuts in nut storage
    • possibly close the nut store

The active player rolls the three dice and chooses a combination of the green and one of the white dice. He places his own squirrel on the space corresponding to the number on the game board. He may repeat this until he either voluntarily breaks off his move or cannot form a combination that is not already occupied. If he cannot place a squirrel, he must take back all squirrels and end his turn. If he voluntarily decides not to roll the dice any more, he may place all squirrels on the scoring track in the number 2 area of ​​the board.

After the active player has pushed his squirrels into the 2-way area, a check is made to see whether he can receive nut cards. For this, the 2-part area is evaluated first: if he has at least two squirrels standing there, he can take these two back and take the nut card under the field. The card is replaced immediately and all croissants of a different color are pushed up into the 3-space, which spans two 2-spaces. In the foremost and rearmost field (2, 3, 4 and 10, 11, 12) your own pawn can stop and in principle lead to four croissants of your own color on the next move - in this case the player receives two nut cards in a row. Then a test is carried out in the 3-way area, in which the player needs three of his own squirrels to get one of the two cards lying under the game board. Here, too, he takes back the croissants and chooses a card, he pushes the croissants of the other players with fewer than three croissants in the area into the 4-way area, which spans the entire field. Finally, the area of ​​4 is scored and each player with four croissants in this area chooses one of the nut cards, starting with the active player. Here, too, a new card is always immediately revealed when a player takes a card. The raccoon spaces in the 2 and 3 areas (die roll “7”) are scored in the same way as the remaining spaces. If a player has 2 or 3 croissants here, he may, however, choose one of all the cards on display and also steal a nut (not a joker) from a not yet completely filled nut store from any other player. The robbed fellow player receives the raccoon figure and may only be robbed again when this figure comes to another player.

Every time a player receives a nut card, he must immediately place it in a suitable nut storage area. Only cards of the same type of nut may be collected in each nut store and they may not be turned over once they have been put down. A nut store is full when the number of nuts indicated on the respective card is reached. When the store is full, the card is turned over and the nuts are removed. Wild cards do not have to be put into a warehouse immediately; instead, they can be used for one of the two types of nut shown until the end of the game to fill a warehouse.

End of game and evaluation

The game ends after the round in which the draw pile is used up. Then the eight cards set aside at the beginning are taken as a draw pile and the 2, 3 and 4 areas are evaluated one after the other. Then all squirrels still on the board are pushed into the area of ​​4 and all players receive one of the cards on display for four of their croissants.

Scoring takes place when all nut cards and jokers have been placed in the warehouse. If the stores are completely full, the players receive the point values ​​indicated on the cards and if the stores are not yet completely full, they receive one point per nut. The player with the most points wins, and in the event of a tie, the player with the most valuable fully stocked warehouse wins.

Development and expenditure

On the nuts! was developed by the German game designer Michael Feldkötter and published by Amigo in 2012 for the international game days in Essen. The graphic design comes from the illustrator Loïc Billiau .

supporting documents

  1. a b c d e f g h i j Let's go for the nuts! , Official rules of the game as download at Auf die Nüsse! on the Amigo website; accessed on January 14, 2017.
  2. Versions of On the Nuts! in the board game database BoardGameGeek (English); accessed on January 15, 2018.

Web links