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new edition

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Product Awards:  

Ages Play Time Players
10+ 30-45 minutes 2-4

Designer(s): Guenter Cornett

Publisher(s): Bambus Spieleverlag

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Product Description

The book The Bottle Imp by Robert Louis Stevenson tells a story about a magical bottle that grants wishes to the owner... with a catch. It can't increase lifespan, you can only sell it for less than you paid for it, and if you die with it, you go to Hell.

The game Flaschenteufel is based on this story. You try to take the most points by taking tricks. But you only win if you have the highest card which is less than the current value of the bottle -- and then you get the bottle. Whoever has the bottle at the end of the game loses points.

How long do you dare to hold onto the bottle?

Product Awards

Games Magazine Awards
Family Card Game Nominee, 2006
Games Magazine Awards
Family Card Game Nominee, 2005

Product Information


  • 36 playing cards
  • 1 start value card
  • 3 overview cards
  • 1 bottle
  • 1 short story booklet

Product Reviews


Average Rating: 4.5 in 4 reviews

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Great, tense, trick-taking game.
September 11, 2004

Two years ago, if you had asked me to play a trick-taking game, I probably would have refused, knowing only Hearts and Rook - games that I didnt particularly dislike, but games that had been analyzed to death by all my friends who played them. This usually turned me off, and therefore trick-taking games had a negative rap with me. However, once I started playing many of the excellent trick taking games from Germany, my opinion started to change. The Bottle Imp, or Flaschenteufel (Plenary Games, 2003 - Gunter Cornett) has solidified my view of these games - I love em.

The Bottle Imp has always been one of my favorite short stories by Robert Louis Stevenson, and I was pleased to play a game with this theme that not only was enjoyable and strategic, but also one that matched the theme tremendously well. There wasnt much included in the box, but the amount of game included was tremendous. The Bottle Imp plays exceptionally well with two, three, or four players, but I found that three players was probably the best, and its always nice to have a good three player card game around.

The theme of the story was basically that of a bottle in which lived a demon who would grant your wishes at the cost of your soul, if you had the bottle in your possession when you died. One could get rid of the bottle, but only by selling it for a lower price than they bought it. The game is composed simply of thirty-seven cards and a small wooden bottle token. The cards are numbered one through thirty-seven and are either yellow, blue, or red. Each card is also worth a certain amount of points, from one to six, indicated by the number of coins shown on the card. One card, the nineteen, is placed in the middle of the table and is the current price of the bottle. The remainder of the cards is dealt out equally to all the players. Each player discards one card, placing it face down under the 19. Each player then passes two cards: one to their right, and one to their left. The player to the left of the dealer begins the first round.

In each trick, the start player may play any card from their hand, with each player following suit (color) if possible, otherwise playing any card they wish. One of two things then happens:

- The player who plays the highest number takes the trick, putting all the cards from the trick in a scoring pile in front of them. (Example: If the blue 34, red 31, red 26, and red 37 are played, the player with the red 37 wins the trick.)

- However, if one or more players play a card with a value lower than the current price of the bottle, the player who plays the highest numbered card that is lower than the price wins the trick. They must place the card they won the trick with in the middle of the table (the new price of the bottle) and take the wooden bottle, placing it in front of themselves. Previous prices of the bottle are returned to the player who played them. (Example: The price of the bottle is currently 19. The blue 4, blue 13, red 35, and blue 20 are played. The player who played the blue 13 wins the trick and the bottle, and the new price of the bottle is now 13.)

Either way, the round continues, with the player who won the trick playing the first card in the next trick. Play continues until all the cards are played, at which point players total their points. Each player receives the sum of all the points shown on the cards theyve won, UNLESS they have the bottle in their possession. The player with the bottle gains no points, but instead loses the total amount of points on the discarded cards in the middle of the table. Play continues to the next round, until one player reaches a prearranged number of points - the book recommends 500. That player is then declared the winner!

Some comments on the game...

1.) Components: Other companies need to take note of Plenary Games packaging here. There are only forty cards included with the game (including three help cards) and a small, nicely done wooden bottle; but the box is good sized, holds the cards well, and has a lid. Ill gladly carry a game like this around, where I know that the cards wont fall out, or Ill lose the instructions. Yes, its a little bigger, but its sturdier and easier to handle. The cards are of high quality, and have pictures of the story or text on them. These illustrations are nicely done, and even though they and the text have no effect on game play, combined with the wooden bottle - the game actually plays just like the story.

2.) Rules: The rule booklet is composed of ten pages of rules in two languages. Everything is explained in great detail, which is pretty impressive, considering how simplistic the rules are. I found the game easy to teach and learn, although learning when to take the bottle, and knowing which cards to discard, etc., can be a little tricky.

3.) Strategy: The little help cards are very useful, showing what numbered cards are what color. Yellow cards are mostly low, red cards are mostly high, and blue cards are scattered across the spectrum. Knowing what cards everybody has helps a player play better tactically. In the beginning of each round, its easy for players to take the bottle, especially with a high card such as the 18 or 17. But as the round progresses, taking the bottle is a risky business, and players must do so only if they are sure they can get rid of it. At the same time, players are seeking to rid themselves of low cards. If you get the 1, and take the bottle with it, youll automatically lose the round. Therefore, its essential to get it on the table as quickly as possible, when another, higher price is played. Players must keep a keen watch on their own cards, because it really stinks when you are forced (by following suit) to play an extremely low card, taking the bottle.

4.) Tension and Fun Factor: The bottle and the negative points it brings are an excellent mechanic, and one that players are constantly wrestling with. Questions such as, When is the best moment to take the bottle? and When should you get rid of your high point valued cards? arise in every round, and there are many different strategies. One thing I enjoyed was the lack of automatic play. In many trick-taking games, with several hands, a player has one optimal strategy and should play cards in a specific order. The bottle and its dreaded consequences take this certainty out of the game, and players must weigh their options with each card played. There is gambling occasionally, where a player hopes that another player doesnt have a specific card, and this makes the game a lot of fun.

5.) Story: The complete story of the Bottle Imp, by Stevenson, is included in a little booklet that comes with the game. This really helps the theme, and is a must-read for those who have never read the story before. Its a nice component to include.

The Bottle Imp is currently my favorite trick-taking game. Each game plays differently, and the two-player variant works surprisingly well, making it a good game to share with my wife. Hard-core gamers, as well as people whove never played a German game before, all loved the game when I introduced it; and I havent met anyone who has disliked it yet. Its simple, quick, and fun; but with a great deal of strategy. Gunter Cornett is an underrated designer, and with games such as this and Kahuna under his belt, he has great reason to be proud. If you like trick-taking games, this is one of the best; I highly recommend it.

Tom Vasel

Real men play board games.

Excellent card game full of twists and turns
March 01, 2004

I just want to add my voice to the positive reviews below. For me, the theme is irrelevant, but what we have here is a card game of surprising depth. Every time I play it I see a new strategy that I can try next time. There is a pleasing mixture of strategy and luck, but the game is deep enough to keep me satisfied. The game is highly innovative and I recommend everyone to try it. But play it a few times before making your mind up, since the variety of strategies is not obvious at first.

A card game with theme!
November 10, 2003

This is one of the best trick-taking card games I have played. It oozes with theme which happens rarely with card games. The theme is based on a Robert Louis Stevenson short story about an imp in a bottle who will grant your wishes, the catch is you will be eternally cursed if you die with the bottle in your possession and you can only sell the bottle for less than you paid for it. In the game, having possession of the bottle can bring you lots of points but if you have it at the end of the game you receive negative points. The cards consist of 3 suits 1-37 with the 19 being the initial cost of the bottle imp. Like most trick taking games you must follow suit if you can and high card wins the trick and the points unless...someone plays a card lower then the cost of the bottle imp. That player then wins the trick and takes possession of the imp! A really great game for those fond of trick-taking games and plays just as well with 3 or 4.

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