Sprechen sie Deutsch? Could you help me work out how to make an English version of Spiel des Jahres winner for 2012,
In Schnappt Hubi!
(YouTube, in German, 08:31), two hares and two mice navigate a 4 x 4 house. As they move, they reveal different kinds of walls between the rooms. Some have a hole in the bottom that lets mice move through, but not hares. Others have a gap in the top that lets hares jump over, but not mice. It looks like some other walls simply block everybody or let everybody through.
Finally, there seems to be a 'secret door': put an animal either side and it will open. This seems to release Hubi the ghost, starting the second phase of the game. The animals then look for Hubi - if two catch him in the same room, they win. Anyways, it all looks very cool and very fun, and it's made for kids the same age as my kids.
The current version of the game uses an electronic 'compass' gizmo that randomises the walls, keeps track of whose turn it is and where the players are, reports what kinds of walls lie in which directions, and so on. The device also communicates clues
(may require BoardGameGeek login - try mazout / mazoutmazout) about where the magic door might be (by referring to the animals on the floor tiles, eg 'black owl'), and presumably clues about Hubi's location. The device communicates all of this in spoken German, with sound effects. It's like Stop Thief!
for the kindergarten set.
However, in this video
(YouTube, in German, 07:51), the developer discusses an early prototype that appears to use a paper-based compass device, and counters
to track Hubi's location. I'd love to be able to recreate this 'manual' version of the game of the game for my kids.
From the videos / pics / threads linked above, and perhaps from your own first-hand knowledge of the game, can you tell me (or just wildly speculate) how the manual prototype worked, or could work? I'm assuming there was a mechanism for randomising walls (drawing them out of a hat?). But how do you gives clues about the location of the door, and about Hubi's location? How are these tracked while keeping it secret from the players? Or were these not features of the prototype game?
Or have I got the wrong end of the neutrino wand entirely, and the prototype was just for the developer to say 'Make a prettier version of this, and throw in some electronic wizardry as well, and make the electronic thing look like this flat paper thing?' That is, it wasn't actually a functional game at all?