Glimmerkreis
Four Wompfel. One travelling light. Twenty cards of time.
You don't play against each other, you play together against the clock. The light moves one place further every turn — wherever it lands, a Wompfel starts to glimmer. You win when all four glimmer at the same time.
A turn has three steps.
Weather card
Turn it over and carry it out. The weather pushes Wompfel off their places — and every card you turn over is one card less on the clock.
One turn, one decision
Whoever's turn it is decides alone: one Wompfel moves one or two places — that costs a courage button. Or everyone stays seated, and one comes back.
The light moves on
Exactly one place, clockwise. Nobody decides this, it happens every turn. If a Wompfel is sitting there, it starts to glimmer.
The catch: a glimmer lasts as long as the Wompfel stays seated — and is gone the moment it leaves its place. Whether by choice or because the weather pushed it.
First the rules, then a whole game.
Two films, each under three minutes. The first explains everything you need before your first turn — right down to the four ability cards. The second shows a real game, won on the very last card.
Rules
Components, setup, one turn, winning and losing — and the four abilities.
Demo game
A complete game, turn by turn. Every rule appears where it is needed.
This is what happens in the game.
Seven short shots of the four Wompfel — each one shows exactly one rule. Tap to play.
Nine pages. Cut them out once. Done.
Print it now
Free, no sign-up. Colour looks nicer, greyscale works just as well — no symbol depends on a colour.
- 12 place cards in a circle
- 20 weather cards in six kinds
- 4 fold-up standees
- 4 ability cards and the quick rules
- Glimmer light, courage bowl, Hodge slip
What else you need
All from around the house — nothing to buy.
- 4 coins as glimmer markers
- 5 buttons (or coins) as courage
- 1 ordinary die — it is needed only for two of the six kinds of weather card — gust and whirlwind, eight cards in total. Never for moving
- Scissors — about eight minutes, once
The four from the Glimmerkreis.
The game is played with the folding paper figures — they belong to the print sheet and are entirely sufficient. The Wompfel in the shop are something else: collectible figures for ages 15 and up, not toys. These four characters appear in the Glimmerkreis:
Know someone with a printer?
Ready-made text to copy — or share it straight away:
What does it cost?
Nothing. No account, no sign-up, no email address. The print sheet is a PDF you download and keep.
Do I need a colour printer?
No. Every weather card also carries a symbol and every place card a number. In greyscale everything stays unambiguous.
Is it really suitable from eight?
Yes. There are no quiz questions, no text to read aloud during play, and nobody is eliminated. If you lose, you lose together.