In Teufels Kueche
A hellish bit of fun for 2 - 4 players from 10 - 99 years old
Rules translated by Tim Trant
(email@example.com), December 1994
It's hell in the Devil's Kitchen. "I'm hungry!" screams the
Oberteufel, and is dreadfully impatient to receive the next
course of his meal. In the hot contest for the favour of the
Oberteufel, the little devils rush to and fro between sizzling
cook-pots and seething lava. You bluff and block, risk head and
cooking caps, dueling with other devils. Then the Oberteufel
jumps - schwupp! - out of his hot stove and angrily decides the
outcome. Who is chased away, bedevilled, this time?
The goal of the game is to be the first to bring at least 10
points worth of food pots to the glowing grill-table which lies
on the opposite side from your starting area.
- 1 board showing the devil's kitchen.
- 1 stove with the Oberteufel and a hellish decision-making mechanism.
- 3 devils each in the four playing colors, with white cooking caps to put on top.
- 4 trays with the signs of the cooking pots, one in each colour.
- 4 menu cards in each of the four colors with 1, 3, and 5 food points, as well as a milk bottle.
- 4 pots with different signs in each of the four colors.
- 2 red dice, each with 1-1-2-2-3 pips and one wing.
Preparation for Play
- Choose colours
- The game board is laid out and the stove is put into the middle. Then
each player chooses one of the four colors.
- Distribute game pieces
- Each player receives the 3 devil with cooking caps, 1 tray, 4 menu-cards
and 4 pots in his colour.
- Put devils on starting areas
- The devils are put on the same-colored start areas with
the outgoing arrows. These arrows show both of the exits.
Games with only 2 or 3 players are special situations which are
explained at the end of the rules.
- Push hidden Menu cards into the trays
- The menu cards of a player describe the contents of his
pots. They are held completely hidden from the other players
when pushed into the tray. The value of each menu card can thus
be assigned to any one of the four pot designs. This assignment
may not be changed during play. The value of each pot can
always be checked by carefully looking at the bottom of your own
- Distribute pots on cooking places
- The pots are now placed one at a time on the round
cooking places, one per spot. Players decide for themselves
which spot to put them on. At the start, no more than one pot
of the same colour may be placed in the same cooking spot; but
pots of different colors may share a spot.
Sequence of Play
To determine the first player, roll the dice. The player with
the highest total begins. Then turns are taken in clockwise
- Roll the two dice
- The current player rolls the dice, and then moves one or
more of his devils.
Each space costs 1 point. Move only over the tiled
paths! Each move from space to space costs a point on a die.
The starting areas, the cooking places, and the finish areas
with the grill tables are all regarded as spaces. But only the
grey tiled paths may be used as connections.
- Start spaces, others' finish spaces, and lava forbidden
- Moves onto the starting areas or the finish areas of
other players are forbidden, as are moves over the lava. Two
devils of the same colour may not stand together on a cooking
place, but may move past each other.
- Dice points may split between different devils
- The points on the dice may be distributed as desired.
So one can, for example: with a total of 3 points one devil may
move 3 spaces, three devils for 1 space each, or one devil 2
spaces and a second devil 1 space. Any division is wholly
- Fly to a cooking space with two wings
- With a roll of two wings, a player may fly one of their
devils directly (without stopping to pick up or exchange pts) to
any cooking space; but not to the finish space. A pot may also
be in that space. With only one wing, of course one cannot fly;
it counts as zero points.
- Each encounter with an opposing devil leads to a duel
- Each meeting between opposing devils immediately causes
a duel. Moving through an opponent's devil is not allowed: the
move is interrupted on this cooking place immediately, but can
continue after a successful duel. The last to arrive is
regarded as the attacker. The decision between victory and
defeat is made by the Oberteufel.
- Conducting a duel: attacker presses once, defender presses
twice, attacker presses three times, etc.
- A duel is conducted as follows:
- First the attacker turns the stove in direction of the adversary and presses once on the red button.
- If nothing happens, then the defender turns the stove around and presses twice.
- If once again nothing happens, the attacker presses three times
in a row, etc. After each change (in players) the button is
pressed one additional time. Thus the tension increases to the
boiling point...up to the diabolical scream of triumph of the
- Whoever successfully presses the button wins the duel
- When the Oberteufel springs out, the duel is decided.
Whoever caused this with a press of the button wins the duel.
- Successfull attackers also gain an additional 1 point for movement
- If the attacker wins, he receives an additional point
for movement, which can be used immediately by the successful
devil. If he still has movement points remaining, he can now
continue move with his devils. So more duels into this space
are also possible.
If the defending devil wins, it stays on this cooking place, and
it is the next player's turn.
- The losing devil's cooking cap is removed, or else that devil is
taken out of play
- The losing devil loses its cooking cap and is returned
to its starting space. It leaves any carried pot standing on
that cooking place. If the devil no longer has a cooking cap to
lose, it is completely removed from play. Any remaining unused
movement points are lost.
- A player's last devil can stay in play
- The loss of the cooking cap after a lost duel is very
serious: the bump shows! In each following duel it's all or
nothing for this devil. It wins, it stays in play. If it
loses, it's taken out of play completely. Only the last devil of
a player is not banished from the kitchen after a lost duel. It
may stay in play.
- A duel may be refused
- Before a duel the defending devil may refuse to accept
the challenge. In this event it must go back, quickly and
quietly - of course without a pot - to the starting space.
Nothing happens to it or its cap. As well, the challenger
receives no additional movement point.
- Pots may be moved between cooking spaces
- When a devil reaches a cooking place with a pot, it may
bring it along, whether the devil started in that space or is
moving through. The pot is put on the outstretched hand of the
devil, in the manner of a waiter - of course only one pot.
- Pots may be put down or exchanged anytime
- Changes between pots are allowed also. So one can leave
a pot on a cooking place anytime and bring another from there,
take this to the next cooking space and trade it with a third
Bringing Pots Into the Finish
- An opponent's pot must be one of the first three into the finish
- One of the first three pots into the finish area must be
an opponent's pot (i.e. different colour). This is the key to
success, because your own 9 food points are not enough for
victory. But the composition of these meals is not restricted.
It can be, for example, two 3 point menus and a 5 point menu, or
even only two 5 point menus. But be careful! It can be one of
those dreadful milk bottles which a sly player is carrying in
the direction of his finish space.
- 4 entrances to each finishing space
- Each finishing space has four entrances. These may be
used only by the devils of the same colour, and then, only if
they put down a pot there.
- Pot into the finish: uncover the menu card!
- When a pot is put down in the finish area, its secret
type is uncovered. The respective menu card is drawn out of
that tray and openly displayed on the grill. There they stay,
visible to all, until the end of the game, along with the pot.
- Anyone who brings milk into the finish area had better fly away!
- A milk bottle is an absolute catastrophe! The offending
devil is banished immediately out of the kitchen and taken out
of the game, even if it is the last devil of that colour. A
player who brings a second milk bottle into the finish will have
a devil eliminated each time!
- From the finish immediately to the starting space
- After putting down a pot in the finish area, a devil is
immediately put back in its starting space. A further move from
the finish area is not allowed. Remaining movement points may
still be spent after the return to the start.
End of the Game
- 10 food points into the goal: Winner!
- The game is over as soon as a player has brought at
least 10 food points to the grill-table of his finish area.
This player is the winner.
For 2 or 3 Players
If playing with only 2 players, start on opposite corners. You
choose between yellow and blue or violet and green.
Games with 3 players use the following special rules: 2 devils
of the unplayed colour are put directly on the two cooking
spaces before the same-colored starting area. When a player
moves to one of these spaces, there is the inevitable duel. Any
other player takes over the role of the defender. If a
non-player devil loses a duel, it is - contrary to the usual
rules - immediately taken out of play.
The Game Cabinet
- Ken Tidwell