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13
Team variations
There is no individual winner in these variations. The players win together
if they bring back all their adventurers to the village.
The following rules apply:
Adventurers and robber are moved the same way as in the basic
game.
You play without camouflage coat cards and without camouflage
coats.
The players can deliberate which is the best move to do.
If there are only two players a double is of no special meaning.
Giving away dots: Whoever can not move any of their adventurers
because all their adventurers are captured or have already reached
the village nonetheless rolls the dice. One number of dots is used for
the robber, the other given away to any other player.
The robber rule
A robber doesn’t chase off the adventurers, but takes them as
prisoners.
A caught adventurer is hidden in the robbers’ hiding place.
A captured adventurer can be freed by any other adventurer who
lands on one of the two liberation squares.
An adventurer can only free one prisoner of their choice per turn.
The player of the captured adventurer puts the adventurer immedia-
tely on the square with the secret door on the hidden path.
win or lose together
no camouflage coat
Robber catches
adventurer? Put
adventurer into
hiding place
Adventurer lands on
liberation square?
Liberate captured
adventurer
ENGLISH
12
Hints for players who like to take on different roles:
When the robber catches an adventurer and chases him off, the player
can say for example,
“Hey you, clear off out of my wild forest!”
If the robber moves over or onto a square with a camouflaged adven-
turer on it, the player can say:
“How come, one of those cheekie
guys was just walking through my forest! Where did he go?”
Reached the village - Made it!
An adventurer has reached their target when he can move exactly on to
one of both village squares. The game piece is then placed next to the
village squares onto the village.
Whoever is unlucky and rolls too high a number of dots and can not
move another of their adventurers, has to move past the entrance of the
village and walk a new round.
End of the game
The game ends as soon as a player has got a certain number of adven-
turers to the target.
In the case of two or three players - all three adventurers
In the case of four players - two adventurers.
This player wins the game and should be cheered on by the others.
Special rule for two players
If a player rolls a double (two identical number of dots on the dice) only
the robber is moved ahead the complete number of dots.
Example: if a player rolls two times 4 dots, they have to move the
robber the total of eight squares ahead.
hints for role play
Adventurer in
village? Made it!
two or three of one’s
adventurer at target
= victory
double =
move only robber
robbers’ hiding place
liberating squares with key
secret door
7


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