1996 Puesto n.º 18953 en BGG

Boing!

2–4 jugadores 5 min A partir de 5 años 1.0/5 de complejidad 5.5/10 de valoración

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This game consists of a tin can with an interior rim. Each player has 10 marbles of the same colour. These are put on the rim and players use a rubber mallet to attempt to knock the other player's marbles into the can while keeping their own on the rim. The player with the last marble on the rim is the winner.

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Action / Dexterity Children's Game

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Preparación

1. Determine player colors: With 2 players, each player takes 10 marbles of two different colors (20 total per player). With 3 players, each player takes 13 marbles of one color (red, yellow, or blue — green is not used). With 4 players, each player takes 10 marbles of one color. 2. Decide as a group how to place marbles on the groove of the upper rim of the can — either alternating one at a time or all at once. 3. Arrange marbles in the groove as evenly as possible. No two marbles of the same color may be placed directly next to each other. 4. Decide who goes first — the rulebook suggests whoever thinks they can make the biggest bang.

Flujo del turno

Play proceeds clockwise (each player's turn goes to their neighbor on the left). On your turn, you strike the outside wall of the can once with the mallet — never the lid from above, never a shove or push, only a swing. The goal is to knock as many enemy marbles as possible into the hole in the top of the can. After your one strike (no matter how light or hard), play passes left. Special penalty rules may apply if marbles fly off the can entirely or if all remaining marbles are knocked in at once. A player is eliminated when all of their marbles have entered the can. The game ends when only marbles of a single color remain on the can.

Puntuación y victoria

Last player standing — the player whose marbles are the final ones remaining on the can wins. Puntuación objetivo: Be the last player with at least one marble on the rim of the can Fuentes de puntuación: Survival: having at least one marble on the can when all other players' marbles have been eliminated

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Marble counts differ based on the number of players.

With 2 players: each player uses 10 marbles combining two colors, for 20 marbles per player. With 3 players: each player uses 13 marbles of one color (red, yellow, or blue); green marbles are not used. With 4 players: each player uses 10 marbles of one color (red, yellow, blue, or green).

Setup

Marbles must be distributed evenly with no two same-color marbles adjacent.

When placing marbles in the groove on the upper rim of the can, they must be distributed as evenly as possible around the rim. No two marbles of the same color may start next to each other. Players may agree to place marbles alternately one at a time, or all at once.

Setup

The player who thinks they can make the biggest bang goes first.

The starting player is whoever believes they can make the biggest bang. No formal random mechanism is specified — it is decided by player claim.

Turn structure

Each player takes exactly one mallet strike per turn, then play passes left.

On your turn, you take exactly one strike of the mallet against the can. Only one hit is allowed per turn, even if the strike is very light. After your strike, the turn passes to the player on your left.

Restriction

The mallet must be swung against the outside wall of the can only — no shoving, pushing, or striking the lid from above.

The mallet must be swung (not shoved, pushed, or guided in any other way) and must strike only the outside walls of the can. You must never hit the lid of the can from above. Any other method of hitting is forbidden.

Restriction

The can must not be moved or rotated under any circumstances.

Rotating, moving, or shifting the can in any direction is forbidden — not even slightly. If a player cannot reach a certain angle, they must move their own body to strike from a different angle. The can stays in place at all times.

General

Marbles that fall into the can are eliminated from the game for the current round.

When a marble is knocked off the rim and falls into the hole on top of the can, it is lost for the remainder of the game (or round). This applies whether the marble belongs to an opponent or to the player who struck the can. No distinction is made between knocking in zero, one, or many marbles in terms of turn legality.

Endgame

A player is eliminated when all of their marbles have been knocked into the can.

When the last marble of a given color is knocked into the can, that player is eliminated and must pass the mallet permanently. The game continues without them. Eliminated players re-enter with all their marbles in the next game.

Informe estratégico

Targeting concentrated marble clusters

Because no two same-color marbles may start adjacent to each other (marble_placement_rule), marbles begin spread out. As the game progresses and marbles are eliminated, remaining marbles may cluster. Aim strikes at areas dense with opponent marbles to knock multiple pieces in at once.

Avoiding the flyoff penalty

Striking too hard risks sending marbles flying off the rim rather than into the hole, triggering the flyoff_penalty and costing you one of your own marbles. A controlled, well-aimed swing is more valuable than a powerful but errant one.

Protecting your last marble

Once you are down to your last marble, you are extremely vulnerable. The flyoff_penalty rule means even a strike that sends your marble flying off (not in) still results in a penalty marble going in from you, causing your elimination. Opponents may deliberately aim near your last marble.

Avoiding the all-clear blunder

Clearing all remaining marbles in one strike makes you the biggest loser and hands the win to the previous player (last_marble_knockout). When only a few marbles remain, be cautious and precise — knocking in too many at once can cost you the game even if you were about to win.

Super Boing: gentle precision over power

In Super Boing, the lid fills up and marbles roll back out due to overcrowding (variant_super_boing_overflow). Striking too hard wastes your turn and may trigger the knockback penalty (variant_super_boing_knockback_penalty). Gentle, well-placed strikes that deposit one marble at a time are more effective than aggressive swings.

Can positioning and body movement

Since rotating the can is strictly forbidden (no_rotating_can), a player who positions themselves well at the start of their turn gains an advantage. You can move your body freely to reach any angle, so use your full range of motion to line up the best possible strike.

Preguntas frecuentes y casos límite

A player's last marble is on the can. The current player strikes the can and that last marble flies off the side (not into the hole). Does the marble owner lose? And does the striker take a penalty?

Yes to both. The marble that flew off is not knocked into the can, so it is placed back on the can. However, the striker must drop one of their own marbles into the can as the flyoff penalty — even if it is their own last marble. Separately, the marble that flew off belongs to its owner and is placed back on the can, so that player is NOT yet eliminated.

On their turn, a player knocks all remaining marbles into the can at once, including their own. Who wins?

The player who took the turn immediately before this one wins. The player who cleared the board is declared the 'Biggest loser of all time.' The fact that they knocked in their own marble too is irrelevant — the rule simply states the previous player wins when all remaining marbles are knocked in on one turn.

A player only has one marble left and their strike causes it to fly off the can. Do they lose immediately?

No. The marble that flew off is placed back on top of the can (not inside). However, the striker must drop one of their own marbles into the can as a penalty — even if it is their last one. This means the penalty marble goes in and the striker IS eliminated, while the marble that flew off still returns to the rim for its owner.

In a 2-player game, each player uses two colors. Does that mean each player controls 20 marbles?

Yes. In a 2-player game, each player takes 10 marbles of two different colors (e.g., red+green and yellow+blue), giving each player 20 marbles total. A player is only eliminated when all marbles of both their colors have been knocked into the can.

In Super Boing, a player's strike knocks their own marble out of the lid. Do they still get penalized?

Yes. The rule states that if any marbles already in the lid are knocked back out, all such marbles are returned to the lid AND the player who caused it adds one of their own marbles as a penalty. There is no exception for the displaced marble belonging to the striker.

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