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15
FRANÇAIS
14
Jeu Habermaaß n° 4228
Akaba
Un jeu d’adresse d’inspiration orientale,
pour 2 à 4 pilotes de tapis volant de 5 à 99 ans.
Avec une variante pour joueurs plus âgés.
Idée : Guido Hoffmann
Illustration: Guido Hoffmann
Durée de la partie : env. 20 minutes
« Attention ! Tapis volant ! » entend-on dans les airs. Vite, les
commerçants se mettent sur le côté avant
que le tapis volant ne les frôle à toute
vitesse. Mais, le pilote du tapis volant
ne remarque même pas que son
arrivée sur le bazar d’Akaba pro-
voque une certaine effervescence.
Il ne pense qu’à la fête de
famille qui l’attend et pour laquelle il
doit encore trouver plein de cadeaux.
Il n’a pas beaucoup de temps et certains objets
lui passent sous le nez sans qu’il ait le temps de les récupérer.
Contenu
4 pilotes de tapis volant
1 soufflet*
1 plateau de jeu
26 cloisons d’échoppes en bois
20 cartes de familles (de quatre couleurs différentes)
30 cartes-cadeaux (dont le verso est de couleur différente)
2 dés multicolores
10 lampes magiques rondes
1 règle du jeu
* Un soufflet est un appareil avec lequel on peut produire un puissant
courant d’air. Il se compose d’un sac percé. Lorsque l’on appuie sur le sac,
l’air est expulsé par le trou. Dès qu’il n’y a plus de pression, l’air rentre à
nouveau dans le sac. Autrefois, on avait souvent besoin d’un soufflet pour
attiser le feu. Ce principe est également utilisé pour faire résonner certains
instruments de musique, comme l’accordéon ou les tuyaux d’orgue.
Variation: the magic lantern
Tactical variation for 2 - 4 players.
Preparation and way of playing are the same as in the basic game.
Additionally the 10 lanterns are placed next to the game board.
The yellow double
If the Saati throws the yellow double, he chooses one of the two starting
squares showing the magic lanterns and puts the carpet flyer who just
has been stopped onto it.
The owner of the flyer gets a magic lantern disc. If none is left, the flyer
can’t get one.
The magic lantern discs
Each disc allows the carpet flyer up to three “additional puffs”.
Whoever is carpet flyer and has a magic lantern, may shout “coff
even if they have not yet arrived at a bazaar booth.
The Saati has to interrupt immediately the rolling of the dice. The
carpet flyer however may squeeze the bellows up to three times more.
Only then can the Saati go on rolling the dice.
Whoever can, may also use several magic lanterns within a turn.
The disc then is placed back to the provisions.
We wish all carpet flyers lots of luck with their flight over the
bazaar of Acaba!
get ready magic
lanterns discs
Saati throws
yellow double?
Place carpet flyer on
starting square and
hand out disc
1 disc = 3 additional
puffs
7


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