Grab Hubi!

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Grab Hubi!
Game data
publishing company Ravensburger
Publishing year 2012
Art Family game
Teammates 2 to 4
Duration 15-30 minutes
Age from 5 years

Awards

Children's game of the year 2012

Grab Hubi! is a family game by Ravensburger . With the help of the magic compass , an electronic game monitor, a maximum of four players try to catch the Hubi ghost. It was developed by Steffen Bogen and was named Children's Game of the Year in 2012.

Theme and equipment

The Hubi ghost steals cheese and carrots from the mice and rabbits and hides in the haunted house . Two mice and two rabbits each follow him into the unknown house and try to catch Hubi. To do this, they first have to find and open one to three magic doors, depending on the chosen level of difficulty. When the door creaked, Hubi notices the players and tries to hide from them. Other residents of the house - owls , millipedes , bats and toads - use the magic compass to comment on the course of the game and give the players tips on the position of Hubi and the magic doors.

The game consists of a recessed into the carton board , the 16 fields each represent a space. In each room there is a resident in either black or white, so that there are two copies of each resident of one color. At the edges of the house, various landscapes can be seen in the windows, which provide a guide to the direction of the train (the landscapes can also be found on the outside of the box). 27 transitions from 4 categories (free passage, rabbit window, mouse hole and wall) are placed between the rooms in the course of the game. Four plastic play figures, two mice and two rabbits in four different colors, each start in one corner of the house.

The magic compass

The magic compass is an electronic game monitor that vaguely resembles an open compass with two circular sections. The loudspeaker is located in one section . The other consists of a membrane keyboard with four direction keys in the form of a compass rose , a combined help and input key and a key for each player. The current player is indicated by red LEDs next to the corresponding buttons. On the back there is a slide switch with which the three levels of difficulty can be selected or the compass can be turned off. During the game, the compass monitors the moves and shapes the events by defining the type of transitions, determining the position of the magic doors, drawing Hubi and giving tips.

Game flow

The game board is divided into a grid of 4 by 4 fields, the rooms of the house. At the beginning of the game, the transitions between the rooms are unknown, they are named by the magic compass when you first cross them. The player, whose turn it is, determines his turn by pressing one of the four cardinal points (symbolized by the four landscapes) on the compass. The resident of the room he is leaving will tell you which transition will be inserted and whether the player can pass.

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