Click Print / save as PDF above. Nine A4 pages, black and white is enough. Cut out the place cards, weather cards, standees and markers along the dashed lines — about eight minutes, once. After that all you need is a die, a few buttons and four coins.
Free for private use. Giving it away is fine, selling it is not.
Everyone sits. One speaks. The light is coming.
The light travels round the circle. If a Wompfel is sitting where it lands, it glimmers — but only as long as it stays seated. When all four glimmer at the same time, we win together. The weather keeps shoving everything about, and the weather deck is our clock. Oh, and: only the player whose turn it is may talk. Everyone else hums.
The game is played with the paper figures supplied — it is suitable from age 8. The collector Wompfel from the shop are collector figures, made in Germany and finished by hand, for ages 14 and up and expressly not toys; adults may use them in place of the paper figures. · Free for private use. · wompfel.com
At the end of every summer the glimmer light rises over the valley and sets the places right. This year it has not come. Instead something small and close to the ground moves from place to place — nobody explains what it is. Nobody asks, either.
Weather → decision → light. Always in that order. Then it is the next person's turn, clockwise. The last weather card is played out in full — so the light takes one final step. Hence all the close finishes.
At most one Wompfel sits on each place; everyone has their own. If two are meant to end up on the same place, there is no argument: whoever is pushed by the weather slides on clockwise to the next free place — with 4 figures on 12 places there always is one. And a freezing Wompfel with both directions equally near settles into neither: it stays seated until the ground has made up its mind. The ground is never in a hurry.
Turn a used ability card sideways. All four refresh as soon as the light enters or skips over the Sonnenstein. No ability costs courage.
Every decision in a turn is made by the active person alone — including abilities and the direction of movement. The others may squeak as loudly as they like; they cannot outvote anyone. The only exception is Hodge.
Once per game, any person — expressly including someone whose turn it is not, and entirely without speaking — may place the Hodge slip on a weather card that has just been turned over. Hodge withholds consent: the card has no effect but counts as used. The clock keeps running. Whoever places the slip decides alone and is not asked. That is simply how Hodge is.
“Can withhold consent without being asked.” — Hodge, Pocket Wompfel
All three levels need exactly the same material — only one small thing changes.
If a glimmering Wompfel loses its glimmer, you do not have to wait for another full lap: move it for 1 courage — or free of charge with Mork — one or two places ahead of the light. After one or two steps of the light it glimmers again. That is exactly what the courage is for.
Then you sit there. All four of you. Glimmering. For a Wompfel that is already the very best an afternoon has to offer — standing up now would be quite unnecessary.
— — — cut along the dashed lines — — —
— — — cut along the dashed lines — — —
For double-sided printing: pages 6 and 7 on the same sheet, binding on the long edge.
Starts on the Sonnenstein and moves one place clockwise after every turn. Wherever its step ends, that Wompfel is glimmered.
Four coins from your purse work as glimmer markers; five buttons, pebbles or beans work as courage buttons.
Hodge · No
For the optional guest rule on page 4. Once per game, without a word, by whoever.
Four Wompfel play along. The others only live on this sheet — on the place cards and in the weather. They are all available individually at wompfel.com.
Does a glimmering Wompfel lose its glimmer if we move it? Yes. Whether by choice, by ability or through the weather — whoever leaves their place loses the glimmer. Sometimes that is exactly the right, bitter decision.
What if there is no courage left? Then everyone stays seated — that is always allowed and gains 1 courage. There is a legal move in every turn.
The light ends on an empty place — now what? Nothing. It has a brief look around and moves on next turn.
Fnug makes the light jump 2 places. Is the place it skips glimmered? No — only the place where the step ends is glimmered. A skipped Sonnenstein still counts as passed, though, and refreshes the abilities.
May I move through an occupied place? Through, yes; stopping there, no. You must end on a free place.