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faire traverser le
labyrinthe par les
chevaliers
plateau de jeu,
chevaliers
cartes
Jeu Habermaaß n° 4217
Le labyrinthe des chevaliers
Un étonnant jeu de mémoire pour 2 à 4 joueurs de 5 à 99 ans. Avec
plusieurs variantes.
Idée : Odet L ’Homer & Roberto Fraga
Illustration : Martina Leykamm
Durée d’une partie : env. 20 minutes
Contenu :
4 chevaliers
1 fantôme (Gunilla)
1 plateau de jeu
32 cartes-labyrinthe
1 bandeau pour les yeux
1 dé à points multicolores
1dé
1 règle du jeu
Les vaillants chevaliers participent à une passionnante compétition :
ils doivent essayer de trouver le plus vite possible un chemin à travers le
labyrinthe pour rejoindre leurs princesses . Mais ce n’est pas très facile, car
le labyrinthe se transforme sans arrêt et Gunilla, le terrifiant fantôme,
essaye de faire déguerpir les chevaliers ...
But du jeu :
Celui qui réussira en premier à amener son chevalier vers sa princesse qui
l’attend de l’autre côté gagnera la partie. Il reconnaît la dame de son cœur
à la couleur du foulard qu’elle tient dans sa main.
Les joueurs devront bien se rappeler la position de leur chevalier avant de
le faire avancer, car ils donneront leurs instructions en ayant les yeux
bandés ...
Premier jeu
(sans Gunilla)
Préparatifs :
Posez le plateau de jeu au milieu de la table.
Chaque joueur choisit un chevalier et le pose sur la case de la couleur
correspondante.
Il y a différentes cartes-labyrinthe :
sur quelques-unes il n’y a pas de mur ;
sur d’autres il y a un ou deux murs.
Have the knights of other players and one’s own knight been
caught?
The player who took off the mask moves the knight(s) of the other
player(s) and the squire the knight of the just unmasked player,both
3 squares in any direction. The knight can not be moved through
walls.
End of the game:
The game ends as soon as the first knight has reached his princess. The
player to whom this knight belongs, wins the competition and the heart of
the chosen one.
Variant:
Gunilla is also moved according to the dice with the dots.
In order to move Gunilla, throw the dice with the dots again.The squire
states the number thrown and the masked player gives instructions.All
dots have to be used up when moving Gunilla.
The secret doors
On some walls secret doors are represented.They are camouflaged
behind tapestries. Whoever reaches this kind of square and says
"Open the door and quickly through!" can use the secret door and
their knight move ahead one square.
If the secret door is wrongly guessed and named, the move of the
knight ends immediately.
Watch out and look carefully: The secret doors can only be passed
through from one side.
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