1994 BGG rank #11594

Kapitän Wackelpudding

2–5 players 30 min Ages 8+ 1.1/5 complexity 5.6/10 rating

About this game

Wackel is German for wobbly, and Captain Jelly must push his boat from port to port collecting cargo at each port. As one moves around, the boat gets filled with more and more cargo. Any cargo that falls off of the boat as you're pushing you must keep. When an island runs out of bits, the game ends and the player with least amount of bits wins. One of the ports requires you to draw a card which has effects, such as use your left hand, one eye shut etc. Funny game, good for gamers as well as kids.

What it feels like

Pick-up and Deliver Point to Point Movement Stacking and Balancing Action / Dexterity Children's Game Nautical Party Game

Game intelligence

Learn the game

100% knowledge coverage

Setup

1. Unfold the board and place it on a flat surface.\n2. Shuffle the adventure cards and place them beside Snarchland (Snarchinsel).\n3. Place island goods on each island:\n - 8 green video games on Video Insel\n - 8 blue bonbons on Kindien\n - 8 black coffins on Dracula Land\n - 8 yellow blocks of cheese on Maustralia\n - 8 red-raspberry fruit rollups on Bananan-Atoll\n4. Place the ship at the port next to Video Insel.\n5. The youngest player takes the first turn.

Turn flow

A player's turn has three phases:\n1. LOADING – The active player must load one cargo item from the island where the ship is currently docked onto the ship (following all loading rules). At Snarchland, the player draws a card instead.\n2. ROLLING – The player rolls the die to determine the destination port. The die color corresponds to port/good colors. If the rolled color matches the current port, no movement occurs — the player loads one more item and passes the turn.\n3. SAILING – The player pushes the ship across the water to the destination port. The ship may only travel over water. Any items that fall off during movement go into the active player's screw-up pile. Once the ship arrives, the turn passes to the next player.

Scoring and victory

Lowest score wins. Each player counts the items in their screw-up pile at game end. The player with the fewest dropped items wins. Target score: Fewest items in screw-up pile Scoring sources: Items that fall off the ship during loading add to the active player's screw-up pile (penalizes that player), Items that fall off the ship during sailing add to the active player's screw-up pile (penalizes that player)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

Unfold the board and populate each island with its colored goods.

Unfold the game board. Place 8 green video games on Video Insel, 8 blue bonbons on Kindien, 8 black coffins on Dracula Land, 8 yellow blocks of cheese on Maustralia, and 8 red-raspberry fruit rollups on Bananan-Atoll. Shuffle the adventure cards and place them next to Snarchland.

Setup

The ship starts at the port next to Video Insel; the youngest player goes first.

Place the ship at the port adjacent to Video Insel at the start of the game. The youngest player takes the first turn and must load a green video game (the good produced at Video Insel) as their first action.

Setup

Shuffle adventure cards and place them face-down beside Snarchland.

All adventure cards are shuffled and placed as a face-down draw pile beside Snarchland (Snarchinsel) before the game begins.

Turn structure

The youngest player starts; turns pass sequentially after each ship arrival.

The youngest player takes the first turn. After the active player's ship reaches its destination (or, if no movement occurs, after loading), the turn passes to the next player in sequence.

Turn structure

Before the ship leaves port, the active player must load one cargo item from that port's island.

At the start of their turn, the active player must load one cargo item onto the ship. The item loaded must be the type of good produced by the island at the ship's current port. The item is placed on the ship before the die is rolled.

Resource management

Take the cargo item from the island supply first; if empty, take from your own screw-up pile; if unavailable there, take from another player's screw-up pile.

The cargo item loaded must come from the island's supply at the current port. If no items of that type remain on the island, the active player may take the matching item from their own screw-up pile. If they do not have that item in their screw-up pile either, they must take it from another player's screw-up pile.

General

Items may be placed on any part of the ship or on top of other items; stacking on top is not required.

When loading cargo, the active player may place the item anywhere on the ship — on any flat surface of the ship itself or on top of items already on the ship. Players are not required to stack items on top of existing cargo; they may place them wherever they choose on the ship.

Restriction

Round items must always be placed flat side down.

Any cargo item that is round must be placed with its flat side facing downward when loaded onto the ship. This is mandatory and cannot be circumvented.

Strategy briefing

Placement Strategy During Loading

Since items cannot be rearranged once placed, always load new cargo to the most stable position available. Heavier or flatter items placed first (or lower) create a more stable base. Round items must go flat-side-down, so plan for their limited placement options in advance.

Route Planning and Ship Control

Touching land forces a full return to the starting port, greatly extending your sailing distance and creating more opportunities for cargo to fall. Choose a slow, deliberate path over water rather than a fast route near land.

Managing the Screw-Up Pile

Your screw-up pile is both a penalty tracker and a resource. Items in it can be reclaimed to meet loading obligations when island supplies run dry. However, minimizing pile size is the win condition, so avoid drops above all else.

Timing Keep Cards Wisely

Keep Cards can only be played once per target player per turn. Save them for moments when a player is carrying a particularly precarious load or is on a long sailing route, to maximize the chance of causing a drop.

Endgame Awareness

The game ends only when an item falls AND 3 or fewer goods remain on the islands. As the island supplies dwindle, be especially careful on your turns — a single drop when supplies are low could end the game immediately, locking in everyone's scores.

Same-Color Roll Benefit

Rolling the same color as the current port means no sailing — just load another item and pass the turn. This avoids the risk of dropping items during movement. However, each extra item loaded makes the ship more precarious for future players.

Common questions and edge cases

The player rolls the same color as the port the ship is currently at. Do they still sail?

No. The ship does not move. The player instead loads one additional cargo item from that port onto the ship, then the turn ends and passes to the next player.

There are no more items of the correct type left on the island when the player needs to load. What happens?

The player must take the matching item from their own screw-up pile. If they don't have that item in their screw-up pile, they must take it from another player's screw-up pile.

An item falls off the ship during the loading phase, and there are 3 or fewer goods left on all islands. Does the game end?

Yes. The endgame is triggered by any item falling off the ship combined with 3 or fewer goods remaining on the islands. This applies during loading as well as sailing.

The ship touches land and must return to start. If items fall off during this return trip, whose screw-up pile do they go to?

Any items that fall off the ship at any point during the active player's sailing phase — including during the mandatory return caused by touching land — go into the active player's screw-up pile.

A player at Snarchland draws a Rule for All Card. Do they still roll and sail to a new destination?

Yes. After revealing and leaving the Rule for All Card face-up (putting its rule into effect for all players), the active player rolls the die and sails to the indicated destination as normal.

Two players both want to play a Keep Card against the same player in the same turn. Can both be played?

No. Once one Keep Card has been played against a specific player during a turn, no other Keep Card may be played against that same player for the rest of that turn. Only the first Keep Card takes effect.

While placing new cargo, a player wants to move an existing item to make room. Is this allowed?

No. Items already on the ship may never be rearranged. The player must place the new cargo without adjusting any existing items. If existing items fall off as a result of placing the new cargo, they go into the active player's screw-up pile.

The ship is veering back after touching land. Can the player steady the cargo with their hand?

No. Cargo may not be touched at any point during the sailing phase, including during the mandatory return trip caused by touching land. Any items that fall are added to the active player's screw-up pile.

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