A great memory game for 2-4 players, ages 6 Kai Haferkamp.

A great memory game for 2-4 players, ages 6 Kai Haferkamp.

Ravensburger 22273 - horror round the witching hour, Recommended Children 2014 (Toys)

Customer Review

The player positions of monsters need to remember the haunted house and get around, the task to find a particular pair. Whoever succeeds first three times, wins.

How to play:
The haunted house should always be reassembled before the game starts, there is assurance that the monster characters are always placed at another site ^^. The rear wall and side walls are simply plugged into the lower box of the carton - the plastic inlay is assumed to reflect the slots - and inserted the ground. After that the figures at their "Pappmauerschiebern" ^^ be inserted randomly and the wall projections, as they are concealed them from each and can only be seen when they are pushed away from the wall in the room. Finally, the front comes with the prepared peephole and the little lamp on the ground in the box.
The ceiling includes the house and on top of the monsters come in images on a round puzzle, incl. 2-3 Stone Devil figures to make out what monsters are about to be searched. Tuning marker and horror (-Siegpunkt-) chips are set aside.

The youngest player begins and the left neighbor may 2-3 (depending on the difficulty of choice) provide figures on the puzzle Monster to specify who has to seek the active player.

During assembly of the haunted house, all players were allowed to look into it thoroughly and try to remember where what monsters "hooked" were.

He is trying so to judge where the monsters stuck and then pushes to the corresponding "wall slide" ^^ from outside in. Then he looked through the peephole and pushes simultaneously on the lamp button below. The eerie green light illuminates then the house inside and shows the selected monster. Is it the right one, the player indicates this and the other players may also look into it for checking. The player is rewarded with a victory point chip and the subsequent Spiler's turn.
Has he found only some or none of the searched, he says this also, and the next player follows his train - again the left neighbor will again pick the figures (see above), but this time only one of them to move one space - there remains a chance that the player can memorize gradually where the wanted figures all stayed.

In the "main game" called enhanced variant, the players before the active player looks into Gucklock nor give their assessment as to whether he will probably be right or wrong. But they then obtained according to 1 victory point chip, or not. Here, the active player gets 2 VP chips for successful discovery.

The game ends when one player has collected 3 points or in the extended version in accordance with the number of players a certain number of points.

Conclusion:
A very elaborately designed memory game with thematically and pretty-quality material that very delighted the children. Especially the gag with the eerie green light that was illuminates from below the Monster in the Hall a hit.
In different occupied round the children were equally interested and persistently played the good 30min. (Depending on memory experience ^^ even a few minutes) through consistently. The eye-opening experience at Monster figures found was always amusing to watch and as an adult you can also easily be integrated into the game, as by the displacement of the figures (greater difficulty with 3 * g *) but a certain challenge in retrieving the Papp-Monster is ^^.
So overall a nice and motivating memory game for the whole family!

Class 27 Rank: 5/5
June 2
Exaggerated Dope! Rank: 5/5
May 12
Deadline respected 1 Rank: 4/5
August 1
nothing wrong 59 Rank: 5/5
October 28
Satisfactory 67 Rank: 4/5
May 13

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