Hamsterrolle

Designed by: Jacques Zeimet

Hamsterrolle is a stacking game with a difference – rather than building towers, you’re trying to get rid of your pieces in a giant hamster wheel!

Each player takes a set of coloured wooden pieces (7 in all) and in a two player game players can take two sets. The large wooden wheel is placed centrally between all the players, with the cone-shaped starting pawn at the bottom. TheĀ first player adds a piece to the wheel, starting the ‘building’ in a certain direction. Play moves clockwise and players have to follow a simple set of rules:

  • play must always move the direction it has begun (i.e. clockwise or counter-clockwise)
  • players can add a piece to the current section (where the last piece was played) or jump to their the next section, or the next but one
  • each section of the wheel cannot contain more than one of each type of piece
  • you may use one hand to hold the wheel while the other places your piece. You can also use the piece you’re placing to reposition existing pieces on the wheel.
  • if you knock any pieces off, your turn is instantly over and you must add the fallen pieces to your own hand

Also, if you think you cannot go successfully, you may pass “constructively“, in which case you must take a piece from the lowest (physically speaking, the farthest from the current section) section of the wheel and add it to your hand. Play continues until one person has got rid of all their pieces, at which point they instantly win.

Sam says

I like Hamsterrolle for its silliness and it's certainly a unique experience. I haven't found it generates the same weird hysteria that stacking game Bandu does, which is a favorite here at GNG. But it's a good one to break out for people who aren't crazy about rules.

Joe says

I've only played Hamsterrolle once or twice, and I think there are other stacking-type games I'd choose over it; but it wins the 'most circular board game ever' award, hands down.

The guru's verdict

  • Take That!

    Take That!

    There's certainly an element of Take That, as players can deliberately position their pieces to make them nigh-on impossible to build on.

  • Fidget Factor!

    Fidget Factor!

    Low. It's a fast-moving game, and when it's not your turn you'll be watching the antics of the other players.

  • Brain Burn!

    Brain Burn!

    None, except the almost innate sense of balancing, weight distribution and so on

  • Again Again!

    Again Again!

    Very simple rules and quick play make Hamsterrolle extremely accessible, and the random placement of pieces give a wide variety of nuance, if not actual game experience.