Huch! & Friends Kokonana - Board game

Kokonana - Board game Huch! & Friends - Free user manual and instructions

Find the device manual for free Kokonana Huch! & Friends in PDF.

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Product type Board game
Recommended age From 5 years
Number of players 2 to 4 players
Average game duration 20 to 30 minutes
Box dimensions (approx.) 30 x 30 x 7 cm
Weight (approx.) 800 g
Power required None
Main materials Cardboard, plastic
Main features Memory and strategy game where players flip water tiles to reveal islands, cross the river, collect keys and open the temple.
Box contents 1 village bank, 1 sandbank, 1 temple bank, 20 shallow water tiles, 20 deep water tiles, 4 jumpers, 5 keys, 8 temple tiles (5 locks, 3 walls), 13 talisman tokens
Care and cleaning Wipe pieces with a dry cloth
Safety Not suitable for children under 3 years due to small parts that may be ingested
Spare parts and repairability Not applicable (complete game)
Available languages French, German, English, Spanish, Dutch
Manufacturer reference Huch! & Friends Kokonana

Frequently Asked Questions - Kokonana Huch! & Friends

How to win a game of Kokonana?
To win, you must be the first player to reach the temple bank and find the lock tile corresponding to the key you collected on the sandbank.
How to move on the board?
During the Jump step, you can move your jumper one tile forward (straight or diagonal) or sideways, but only to a revealed tile (island), the sandbank or the temple bank. It is forbidden to jump to a face-down tile.
What to do if I cannot jump?
If you cannot or do not wish to jump to any space, you can skip the Jump step. If you cannot jump to any tile after flipping two tiles, you take a talisman instead.
How to flip water tiles?
During the Flip step, you choose two face-down water tiles and reveal them. If they are identical, they become islands and you gain a free jump. Otherwise, you announce 'KOKONANA!' and put them back face-down.
What is the purpose of the keys?
When you reach the sandbank, you take a key. Once on the temple bank, you must check the temple tiles to find the lock corresponding to your key to win the game.
How to use talismans?
The talismans can be discarded at any time during your turn to perform a free jump (if you have a key) or, after obtaining a key, to secretly check a temple tile and put it back face-down.
What happens when you reach the temple bank?
Your turn is reduced to secretly checking one of the temple tiles. If it is the correct lock, you win. Otherwise, you put it back. If you have already flipped tiles this turn, you cannot check a temple tile.
Can multiple jumpers be on the same space?
Yes, but with limits: in a 2-player game, only 1 jumper per island; in a 3 or 4-player game, up to 2 jumpers maximum per space.
What are the rules for younger players?
For a simplified version, remove the 3 wall tiles from the temple tiles and only use talismans for additional jumps, never to check the temple.
How long does a game last?
A game usually lasts between 20 and 30 minutes, depending on the number of players and their luck in flipping pairs.

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USER MANUAL Kokonana Huch! & Friends

© 2017 HUCHI & friends

Autor: Joshua Cappel

Illustration + Design: Joshua Cappel

www.hutter-trade.com

A game for 2 to 4 sure-footed river runners, 5 years and up

In a far-away country, in the middle of the jungle, the Kona people – unknown to us – live on the left bank of the Nanakoko river. Once a year, all the tribes of this culture come together for the great Nanakoko festival. This is the only time of the year when the boldest runners of the Kona venture onto the right bank of the river – that's where the mystical temple is located. The temple belongs to the Gods and may be opened only once per year. Each tribe of the Kona sends its most courageous runner to cross the river with the help of stepping stones, flotsam and other things. On their way, however, on the sandbank, each runner first has to collect one of the temple keys. Only the player who reaches the other side of the river and is the first to find the lock that correctly matches their key can open the temple and win the favor of the Gods – and thus the race!

COMPONENTS

1 Village riverbank · 1 sandbank · 1 Temple riverbank · 20 Shallow Water tiles · 20 Deep Water tiles · 4 runners · 5 keys · 8 Temple tiles (5 Lock tiles and 3 Wall tiles) · 13 Talisman tokens

OBJECT OF THE GAME

Find matching tiles in the river; this creates stepping stones in the river to help you race to the other side. On your way, you and the other runners each collect a key that opens one particular lock of the temple on the other side of the river. If you are the first to unlock the temple once you reach the other side, you win the gamel

SETTING UP

A Set up the play area as shown from left to right: First the Village riverbank, then the 20 Shallow Water tiles (shuffled face down in 4 rows of 5), then the sandbank, then the 20 Deep Water tiles (shuffled face down in 4 rows of 5), and finally the Temple riverbank.
B Shuffle the 8 Temple tiles face dow and place them to the right of the Temple riverbank.
C Place the 5 keys on the sandbank.
Make a supply pile of Talisman tokens near the board.
Each player picks a runner and places it on the Village riverbank.

Now the river race can begin!

Huch! & Friends Kokonana - SETTING UP - 1

Huch! & Friends Kokonana - SETTING UP - 2

GAMEPLAY

The oldest player begins. After that, the game proceeds clockwise. Your turn has two simple steps:

  1. HOP: Move 1 space forward or sideways When you get to the sandbank, grab 1 key for yourself!

This step is not always possible, so it might be skipped; for example, the first player will have nowhere to hop to, so he must skip this step!

  1. FLIP: Reveal 2 tiles; if they match, get a free HOP If there's nowhere for you to hop to, take a talisman instead.

Keep taking turns like this until you reach the Temple bank; then your turn changes a little as you search for the lock that your key will unlock (see The Temple Riverbank for details).

Huch! & Friends Kokonana - GAMEPLAY - 1

1. HOP

Move your runner I hop forward, or diagonally forward, or sideways to an adjacent face-up stepping stone, the sandbank, or the temple.

  • You can't hop onto a face-down Water tile!
  • You can't ever hop back toward the village.
  • At most, 2 runners may share a stepping stone.

Huch! & Friends Kokonana - HOP - 1

In a 2-player game, stepping stones may not be shared! One runner per stepping stone only!

If there is nowhere for you to hop to, or if you don't want to hop to a space that is available, simply skip this step.

Huch! & Friends Kokonana - HOP - 2

Examples:

Huch! & Friends Kokonana - Examples: - 1

Blue may hop forward to either turtle, or share the catfish that Green is standing on.

Huch! & Friends Kokonana - Examples: - 2

Green could hop forward to the catfish, diagonally forward to the rocks, or sideways to the turtle.

Huch! & Friends Kokonana - Examples: - 3

Red could hop forward to the Sandbank.

Huch! & Friends Kokonana - Examples: - 4

Yellow has nowhere to hop to.

2. FLIP

Choose one face-down Water tile and flip it over in place, revealing it to everyone. Then choose a second face-down Water tile and do the same.

Before you reach the sandbank, you may choose only Shallow Water tiles (unless there are none left; then choose Deep Water tiles). Once your runner has reached the sandbank, you may choose only Deep Water tiles.

Do they match?

If not, call out "KOKONANA!" (This is how Kona runners traditionally voice their frustration!) Then flip the two tiles back face down in their places. Your turn is over!

If they do match, congratulations! Leave the two tiles face up in their places; now they are stepping stones that runners can hop onto! As a reward for making a match, you get a free hop, following the hop rules described above.

With your free hop, you don't have to hop to a tile that you just revealed... but if it is in legal hopping range, you may.

If you earn a free hop and you can't (or don't want to) make the hop, take a talisman from the supply instead. (See Talismans to learn how to use it.)

Once you've taken your free hop or talisman, your turn is over!

TALISMANS

Talismans are earned when you make a match but can't (or won't) take the free hop. You can hold on to your talismans until you want to use them. At any time on your turn (in addition to the turn's usual actions), you may discard a talisman back to the supply to do one of two things:

Huch! & Friends Kokonana - TALISMANS - 1

Take a free hop. (Follow the normal hop rules.)

OR

Huch! & Friends Kokonana - OR - 1

Only if you already hold a key, peek at one of the Temple tiles on the Temple riverbank, then return it to the same spot face down.

Huch! & Friends Kokonana - OR - 2

Huch! & Friends Kokonana - OR - 3

Example: Yellow flips over two tiles; they are a turtle and a log. No match! Yellow calls out "Kokonana" and flips them back over. Yellow's turn is over.

Then Red goes; she flips over a tile to reveal a turtle and—remembering the turtle that Yellow revealed earlier—flips that one over as well. It's a match!

For her reward, Red could take a free hop from the Village bank to the near turtle, or she could take a Talisman from the supply. She chooses the hop, and then her turn is over.

Huch! & Friends Kokonana - OR - 4

THE SANDBANK

Immediately when your runner hops to the sandbank, you may choose any one of the keys remaining on the sandbank, and keep it in front of you.

Your goal when you reach the Temple riverbank will be to discover the lock that matches your chosen key! (See The Temple Riverbank for details.)

Also, once you have reached the sandbank, you have progressed beyond the shallow part of the river; from now on when you flip tiles, they must be Deep Water tiles.

Example: Blue arrives at the sandbank with a free hop. He decides to take the black key, which is still there.

Huch! & Friends Kokonana - THE SANDBANK - 1

THE TEMPLE RIVERBANK

Once your runner hops onto the Temple riverbank, your turn changes. Instead of the normal two-step turn, your turns now consist of one step:

PEEK

Select any one of the Temple tiles, pick it up and peek at it. (Make sure nobody else sees it!) If the tile is a Wall tile or doesn't match the key you are holding, return the tile back face down to the same spot; your turn is over.

If the Temple tile does match the key you are holding, you have won the game! Reveal it to everyone to prove it; with this, you are the best river runner of the Kona and win this year's race!

Huch! & Friends Kokonana - PEEK - 1

Huch! & Friends Kokonana - PEEK - 2

Huch! & Friends Kokonana - PEEK - 3

Example: Green arrives at the Temple riverbank using his normal hop. He hasn't flipped yet on this turn, so he gets to peek. He peeks at a Temple tile and it is a wall... too bad! Without telling the other players what it is, he puts it back in place.

Red goes next; she arrived at the Temple riverbank on an earlier turn, so her whole turn is now just the peek action. She picks a Temple tile and peeks at it... it's the purple lock! Red is carrying the purple key, so she shows everyone the purple lock to prove that she has won the game!

Note: If you have already flipped on the turn you arrive at the Temple riverbank, you don't get a peek action on that turn. If you haven't already flipped on that turn, then you do get a peek on that turn.

VARIANT FOR YOUNGER CHILDREN

To make the game a bit easier, remove the 3 Wall tiles from the Temple tiles and return them to the box before laying out the Temple tiles during the set-up. Also, the talismans are used only for additional hops, never for peeking!

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 1

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 2

© 2017 HUCH! & friends

Author: Joshua Cappel

Illustration + Design: Joshua Cappel

www.hutter-trade.com

Editing: Britta Stöckmann

Translation: Sybille & Bruce Whitehill,

"Word for Wort"

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 3

Manufacturer + distributor:

Warning! Choking hazard. Not suitable for children under the age of 3 due to small parts.

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 4

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 5

Huch! & Friends Kokonana - VARIANT FOR YOUNGER CHILDREN - 6

KOKONANA!

Huch! & Friends Kokonana - KOKONANA! - 1

Huch! & Friends Kokonana - KOKONANA! - 2

© 2017 HUCH! & friends

© 2017 HUCH! & friends

© 2017 HUCH! & friends

Autor: Joshua Cappel

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Product information

Brand : Huch! & Friends

Model : Kokonana

Category : Board game