In Finnish mythology, the Sampo is a magical device or object described in many different ways that was constructed by the blacksmith Ilmarinen and that brought riches and good fortune to its holder (akin to the horn of plenty [cornucopia] of Greek mythology).
Rule of the game.
Each player has his or her special recognition piece and receives 15 playing coins ( chips, pieces of cardboard, etc.) Those participating in the game choose one from among themselves, who takes over the management of the treasury. A general fund is added in such a way that each fellow player pays in 5 playing coins. Each player throws the dice in turn, while the youngest player starts.
No. 1. The proposal.
No. 2. You forge the swords. Pay one coin.
No. 3. You receive your sword and must therefore pay 2 coins to the cashier.
No. 4. You have caught the horse in the pasture with the intention of starting the journey but on the way home you see a boat near the shore. Go to No. 5 and skip one tour.
No. 5. Skip one tour
No. 6. The song of sirens. Pay 1 coin and start the game from the start.
No. 7. After all men on board have exhausted their strength without result, you grab the oars; and now the boat slides out. A move like this moves you to No. 11.
No. 9. Pay 1 coin to the cashier.
No. 10. You take on board one man. - If one of the players stood at No. 6 and from there has been passed back and has not yet had time to make his first throw, he is moved here, but must therefore pay the cashier 2 coins and his helper 3 coins.
No. 11. Wäinämöinen 2) steers the boat down Pyhäkoski. 9) If you managed to get here with a "6" throw, i.e. from No. 5, the throw is counted twice and you may move to No. 17; but pay the cashier 1 coin.
No. 12. The boat hits the pike. Skip one tour.
No. 13. You draw your sword to strike the pike, but falls into the water, so that only your feet are seen. Because of your imprudence you must go to No. 9.
No. 14. You were rescued. Pay for the rescue to the next player 2 coins.
No. 15. You stab the beast with your sword. Skip one tour. No. 16. The pike is pulled up into the boat. You are moved to No 17.
No. 17. Skip one tour if you did not hit "6".
No. 18. You make a kantele from the pike's jawbone. You are moved to No. 23.
No. 19. Everyone, old and young, men and women, try to play on kantele, but in vain. Go back to No. 17.
No. 20. You claim to be a real master of the cantele, but you did not succed and as punishment for boasting you have to go back to No. 17 and pay 9 coins.
No. 21. You try to play the instrument. The old man at the oven wakes up from the noise and asks that you go as far as you can and not disturb his sweet midday rest. Go back to No. 17 and beware of coming here again. Pay 1 coin.
No. 22. If you can from here with "one" roll reach No. 23, do so. Otherwise, you must go back to No. 17.
No. 23. Now the cantele is in the right hands. The whole nation is enraptured by the song of the god-born seer. If you got here as the first, you get half the cash of the cashier, but you have to stay here, until everyone has caught up with you. Only then you continue the game.
No 24. The heroes sail to Pohjola. Make a roll. If you get "2" and thus can get to No. 26, Pohjola's cabin, move there. But if you get more or less, the throw does not apply and you must remain in your place.
No. 25. Arrival in Pohjola, where the boat is moved on the beach. You get to take 3 coins from the cash register.
No. 26. You ask The Pohjola hostess where to find Sampo. The hostess says that you will not get Sampo and threatens to let her people take up your arms if you don't leave immediately. You pay 2 coins because of your recklessness.
No. 27. You take your kantele and sing the Pohjola people to sleep. Since it takes time to put all the people to sleep, you must skip 1 tour. Thanks to your clever invention you receive 1 coin from each fellow player.
No. 28. The heroes go to seek Sampo in the interior of the copper mountain. Here you skip 1 tour, but then you make two throws one after the other.
No. 29. With Pohjola's ox and plow, you uncover Sampo's roots and also succeeds in raising Sampo. The heroes are then helped to bring Sampo down to the boat. You get 3 coins as a reward for your hard work.
No. 30. The heroes leave Pohjola. You appeal to the forces of nature for assistance. You receive 1 coin from each co-player and are moved to No. 33. You must skip 1 tour there if you cannot throw "6" to move to No. 39.
No. 31. During the journey to home, despite the warnings of the others, you begin to sing and thereby scare a crane, who, under loud cries, fly in terror to Pohjola. Because of your boundless imprudence in prematurely rejoicing, you shall be obliged to the cashier with half the number of your coins. And remember for the next time, that one should think first and act afterwards.
No. 32. The Crane wakes the Pohjola people from their sleep with their screams. The Pohjola discovers that Sampo has been kidnapped, hurries to stir up fighting spirit in her people and quickly equips a boat with which to pursue the robbers. Move to No. 37, but pay 2 more coins.
No. 33. Fog surprises heroes so that they cannot continue the journey for a long time. Finally, you cleave the mist with your sword. Skip 2 tours in case you cannot throw "6". If someone has freed you before then, you may continue the game.
No. 34. Iku-Tursu monster appears from the depths and tries to capsize the heroes' boat; but you grab him by the ears and drives him back to the bottom of the lake. Here, in case you cannot get to No. 39 by throwing "5" or are freed by someone else's throw here, you must stand over 2 throws (skip 2 tours).
No. 35. A terrible storm arises, so that the boat is in danger of being dashed to pieces. You are horrified and wish you had land under your feet again; You want the mast to lay down and give the boat a higher table. The difficulties are gradually removed. Because of the amount of work you have to do here, you must stand over 3 throws, in the event that no one frees you or you cannot throw "4" throw to reach No. 39.
No. 36. You who is up in the mainmast warn from afar the Pohjola boat and your people are ready to meet the enemy. For a good lookout you receive 3 coins.
No. 37. The Pohjola boat approaches, the heroes are soon caught up. But you create a rock, against which the Pohjola boat is thorned and smashed to pieces. For this clever contrivance you get 1 coin from each fellow player.
No. 38. The Pohjola hostess, who has turned into an eagle, has struck down on the heroes boat mast and tries to get to Sampo from here). You hit the eagle's claws with an oar, which in turn drags Sampo into the sea. Here you have to stand over two throws (skip 2 tours), in case you don't get a " 2" throw to come to No. 40.
No. 39. After the battle ends, Pohjola's eagle flies back to Pohjola. The heroes sail home again. If you throw a "1" to get to No. 40, you are lucky, otherwise you must go back by counting as many points as you get more than needed to get to No.40.
No. 40. You've reached home again and you won the game. You receive the full amount of the cash register.
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