MAMMBO! Offers us to follow choreographies accompanied by cries and other onomatopoeias from prehistoric times!
In the game box, you can find: 60 Mambo cards (including 53 Gesture cards and 7 Hunting cards), 5 wooden Mammoths (4 chestnuts, one pink), a Tribe Leader pawn, and a time scale with a marker of the Stone Age.
Gesture cards represent Neanderthals performing 7 different gestures associated with a cry. Each gesture always corresponds to the same cry. In the background of the Gesture cards are drawn either a cave or an external landscape (which will have an impact on the meaning of the game!).
The goal of the game is very simple: Get rid of all your cards. For this, players will have to dance the MAMMBOO with as few mistakes as possible. In turn, the players turn over the cards, and each turned over card causes new cries and gestures that all the players must do at the same time (respecting certain rules: if we turn the same character twice, we must not do shouts, if the character is in a cave, we will have to perform the dance in the opposite direction to the game…). As a penalty, the player who makes a mistake recovers all the cards played.
But beware of the Mammoth hunt that disrupts your choreography! When a Hunt card appears, you must seize the mammoth pawns on the table as quickly as possible, otherwise you risk being penalized!
So... Are you ready for a Prehistoric Mambo Dance ?
The story behind the creation of MAMMBOO! is particularly original.
It’s been a long time since I wanted to create a rhythmic and fast movement game on the theme of the Rio Carnival, rappers or prehistoric men dancing the Mambo. After several versions I arrived at the result of the name of WINIDIOU (We Need You in Prehistoric language).
As you can see, I had to personally act as a prehistoric man to make the prototype cards!
During a meeting with Ravensburger at the Toy Fair in Nuremberg in February 2009, I was asked at the end of the meeting if I didn't have a crazy Party Game in the works. Not having the WINIDIOU model with me, I explained the game to them. Philipp Sprick seemed very interested and asked me to send them a model very quickly.
As soon as I arrived in Saint-Malo, I had to set sail immediately with the Vedette Garde-Côtes des Douanes on which I was working at the time. A few hours later, in the open sea and while I was at the helm, I received an email from Ravensburger asking me to send them the game files immediately so that they could make a model of WINIDIOU themselves because they didn't have no time to wait for the arrival of my copy.
I then contacted my daughter by phone and asked her to take care of this, then I called Ravensburger back by phone telling them that the files were being sent (still at sea and driving the speedboat). So the folks at Ravensburger got the files within minutes, printed the maps, and tested the prototype while I patrolled the ocean.
Two days later, the star returned to its home port in Saint-Malo, and I received an email from Ravensburger telling me that following the Program Conference where they showed WINIDIOU, the game having a lot more, they decided to produce it, and so they send me a standard contract.
Incredible... Isn't it ?