Basic Rules

§1 – The aim of the game

The aim of the game of “Mensch ärgere Dich nicht”® (“Man, don’t get angry”) is to get all four pawns of the same colour out of their yards (B) and move them all around the track from their starting field (A) to their home (a, b, c, d).


§2 – Order of play

The game is played in clockwise order.

The player (colour) to start the game shall be determined by die-rolling. If applicable, the die is re-thrown by the colours remaining tied until the tie is broken.

Exception for all triple-threat tournaments:
Beginning with Game 2, each game shall be started by a) the colour that clinched victory in the previous 3T or 3T+ game or b) the first colour finished by a winner of the previous GP game.

Exception for double-threat League tournaments:
Each DRR game shall be started by the rearguard colour of the at-board’s first mentioned player. Each playoff game shall be started by the rearguard colour of the higher-seeded player.

Exception for double-threat Challengers tournaments:
Game 1 shall be started by the rearguard colour of the player who finished Game 0 in 1st place. Starting with Game 2, each game shall be started by the colour clinching victory in the previous game.


§3 – Starting the game

At the start of a game, all pawns are in their respective yards (B) and can only be activated by throwing a “6”.


§4 – Activating a pawn

When a “6” is thrown, a pawn must be activated and placed on its starting field (A), provided there is still (or again) a pawn in the yard (B).


§5 – Throwing three times

If a player (colour) has no pawn on the track and no free field in front of a pawn inside its home, the die must be thrown up to three times in hope for a “6” to activate a pawn from the yard (B).


§6 – Playing

A pawn of choice and availability must be played in accordance with the number shown by the die.

A pawn must leave its own starting field (A) at the first opportunity, provided there is still (or again) a pawn in its yard (B).

Following a “6”, the same player (colour) resumes play.


§7 – On the track

Pawns move around the track in clockwise direction. Leapfrogging is possible. A pawn cannot land on a field occupied by another pawn of the same colour.

If a pawn lands on a field occupied by a pawn of any different colour (even if allied), that pawn is eliminated from the track and sent back to its yard (B).


§8 – Going home

A pawn cannot move past the final white field in front of its home (a, b, c, d) and may have to stay put until the die shows a number allowing to enter home (a, b, c, d).

Leapfrogging inside the home (a, b, c, d) is not possible.


§9 – The winner

Basically, the first colour to bring home all four pawns wins.

Under XL rules, the winner will be the first player to bring home the pawns of both of their allied colours.

Under GP rules, the game must continue until the finishing places for all colours/players have been determined.

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