Punk seeks Lady
The utterly inzane Marriage Bureau for 3-6 player from age 16!
Ravensburger Spiele © No. 27 318 8
Graphics: Iris Schotten
Illustrations: Brian Bagnall
Designers: Wolfgang Kramer and Richard Ulrich
Female seeking Male!
Leila, around 24 and blond, stewardess with fear of flying, seeks Man with both feet on the ground, for minor twosome belly landings. Money no hindrance. Write to box number ...
You see adverts like this all the time, without being able to help. But nowadays is it different! Why else would you be running a Marriage Bureau? Go on, make the lady happy!
Object of the Game
As manager of a Marriage Bureau are you aiding your clients in finding total happiness. If you manage to find the ideal partner for all your clients is victory within your grasp, and your Marriage Bureau will be elected most successful of the year.
Men and women are depicted on the Client cards with descriptions which have one thing in common: they are seeking a partner who will stand by them for better or worse.
Next to their Christian name (rely on our discretion!) are listed 6 personality traits:
1. the unmerciful Age
2. the cool Job
3. a positive Characteristic
4. a not so positive Characteristic
5. a favorite Topic
6. the great aim in Life
The Love Barometer
On the card backs does the "Love Barometer" reveal the hight of their pulsation when two people gets close. Why this happends will forever remain a mystery, but the faster the hearts are beating, the higher will the beat of their pulse be, and the greater their happiness together.
|How do you measure the puls?|
|Hold two Client cards together backside up so that the blue card is exactly above the pink.|
|Push the top card (blue) in the direction of the arrow until the row of numbers on the pink cards is visible.|
|The arrow on the blue card points to the number on the pink card which give the couple's joint pulse. The more the couple have in common, the higher the pulse. Highest value is "7", lowest value "0".|
The Game Begins
The player who feel the strongest that the Marriage Bureau is utterly inzane and crazy, begins the game as the first "Partner Mediator".
The "Lonely Heart"
The first "Partner Mediator" selects one of his 6 Clients as the first "Lonely Heart" to marry off. First will he present the candidate by selecting 3 of the 6 traits on the card (only during the first turn). Using these 3 traits must the "Mediator" recommend his Client to the other Marriage Bureaus in the most convincing manor.
Only on the Start space will a player be able to select the 3 traits freely. In future turns will a player only be able to chose one trait, the other two are given by the space where he is standing.
The 3 chosen traits are marked by placing the 3 black markers on the corresponding Number spaces.
The Ideal Partner
Who will make the "Lonely Heart" happy? All the other Marriage Bureaus will now come in turn and present a candidate in clockwise order. To find a suitable candidate must the players use the 3 traits (see markers) in their presentation.
When all "Marriage Bureaus" have presented their ideal partner for the "Lonely Heart" is it time for the agonizing election.
The Fateful Decision
The searching "Partner Mediator" must select one of the candidates after careful consideration, and chose the one he think best will fit his "Lonely Heart":
Place the Client cards face up in the top spaces in the center of the board.
When the "Partner Mediator" has made his choice have the other Bureau's two possible reactions: No Objection means that all bureaus agree that the couple are meant for each other. Objection means that at least one Bureau are of the opinon that they presented a more suitable partner.
If all "Marriage Bureaus" agree that Mediator has done a great job, comes the moment of truth. All traits of the selected couple are scrutinized. Do they really swing together? The "Love Barometer" will tell.
Peace, Love and Happiness. End of round one. The Honeymoon may begin.
If just one of the "Marriage Bureau's" is of the opinion that something was missed in the heat of the moment, will he object and send a rival into the race.
First must it be determined which "Marriage Bureau" is making the objection. As only one objection is allowed per turn will the "Marriage Bureau" who is furthest behind on the track have first right. If more than one Bureau share the same space will the first player in the playing order have first right. So, it should now be clear who has presented a Rival.
The Client card is placed directly beneath the card it is rivalling.
The Objection runs as follows: 1. Partner Tip, 2. Final Decision, 3. Tip Points.
The Partner Tip
It's getting turbulent now. Before the Clients can be selected and the "Love Barometer" will bring light over the final result will the "Marriage Bureau's" go through a heated debate over who the most suitable couple really is. To end the dispute are each Bureau recommended to tip on the candidate they believe to be the most suitable. They will either tip on the original candidate or on the rival. Betting is voluntary.
The Betting marker is placed next to the Client the player is recommending, either the suggested candidate in the top row or the rival in the second. When everybody who wants to, have made their bet is the "Love Barometer" consulted. Which couple will run off with each other?
The Final Decision
The "Love Barometer" will first measure the pulsation of the first couple, and then the pulsation of the second couple.
No matter which couple has the fastest heart throb, will the "Partner Mediator" and the "Marriage Bureau" of the first couple always receive commission for their trouble.
The Bureau who sent a Rival into the race, may only move his pawn forward as many spaces as the "Love barometer", if his Client is a better match for the "Lonely Heart".
If the hearts of both couples pulsate with exactly the same beat, happens nothing. The Rival's "Marriage Bureau" will not move.
Bad luck to the "Marriage Bureau" who introduced a Rival which resulted in a lower heart throb than the first couple. His pawn must move a number of spaces backwards as the difference between the two "Life Barometer" points.
All "Marriage Bureaus" who tipped on the victorious couple, will receive 2 points and move their pawn 2 spaces forward.
Anyone who tipped on the wrong couple must move their pawn 2 spaces back.
Should the final decision end in stalemate, ie. the hearts of both couples beats in unison, have no-one made the correct guess and no points are awarded.
A turbulent round has now found a happy conclusion.
All played Client cards are removed from the game. All "Marriage Bureaus" replenish their hands back to 3 Ladies and 3 Men.
A new round begins. The next "Partner Mediator" in clockwise direction will present a new "Lonely Heart" and...
The game ends when a pawn reach or pass the goal space ["ZIEL"]. The game will continue until the end of the current round. If more than one player reached goal during this round, is the winner the player who moved the longest past goal.
© 1993 Otto Maier Verlag Ravensburg
|Translation: Mik 2001 v1.0|
|© Mik Svellov email@example.com||11. mar 2002|