extrapolated from English rules:
A co-operative game for two to six players twelve years old or more.
A board in two parts
One day the children notice that people have less and less time. Momo finds out that spooky 'grey men' are tempting people to bring them their time to save it in a time savings bank. In fact they are stealing their time. The more time they save, the colder, sadder, more hurried and poor their existence becomes.
Finally with the help of a wonder flower and Master Hora's advice, Momo and Kassiopeia the tortoise, try to beat the grey men and give the people back their time.
Momo and Kassiopeia must find the way to Master Hora and meet each other at the gate to the never-alley.
First, the players split into two groups.
The start of the game
The two groups sit apart from each other so that they cannot see the other half of the board, preferably on two separate tables.
Each group sorts their cards. The green cards and the grey cards are separated. At first only the green cards are used, as well as the Gigi and Beppo cards.
Each Group now lays a selected card, with a dream picture showing, on a space on the board. But not on one of the three approaches to the never-alley. This card is the start square. Momo and Kassiopeia are placed here on their respective boards.
For the first game the path should not be more than ten cards long. See the illustration.
The story telling begins
In turn each group tells the other a story, involving the dream pictures on the chosen path. For each question mark on the path, the group thinks up their own imaginary picture.
After the two stories have been told, the grey cards are placed on the empty squares of the board (colored pictures face up). The whole board is now full of dream pictures and question marks, and the original path is no longer clear.
The two groups come together and put the two halves of the board together. Each group now positions itself by the other half of the board and will soon move the figure which goes with that half.
Momo and Kassiopeia run through the city
At last Momo and Kassiopeia set off. Each group moves their figure in turn onto an adjacent space. It is important that all the players should participate by recalling the story they heard and they should all agree which space the figure should move to.
Gigi and Beppo help Momo and Kassiopeia. If a group finds one of the friends, this group may expose any chosen card. In this case no flower need be given up if the chosen card is grey.
When Momo or Kassiopeia reach the gate to the never-alley, they wait there for each other and go together to Master Hora. Master Hora gives them his flower and so Momo and Kassiopeia free all the captured flowers. The flowers are given back to the people. Together you have won the game. If Master Hora has to give up his flower to the grey men no more can be done. Momo and Kassiopeia, together, have lost the game.
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