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9
ENGLISH
How to Play
Play in a clockwise direction. Whoever has stroked a horse most recently starts and rolls both
d
i
ce
.
The red die indicates how may squares you can move your horse
.
T
h
e
bl
ue
d
ie in
d
icates w
h
ic
h
puzz
l
e piece
y
ou can ta
k
e an
d
puzz
l
e into
y
our puzz
l
e
b
oar
d
.
F
or example, i
f
a horseshoe appears on the blue die you can puzzle one horsehoe into your
b
oard. The star means you can take any one of the puzzle pieces that you want
N
ow yo u have to decide which of the dice actions you will choose
.
Will
y
ou move
y
our horse the number o
f
spaces indicated on the red die?
or
ta
k
e a puzz
l
ing piece accor
d
ing to t
h
e
bl
ue
d
ie an
d
p
l
ace it on your puzz
l
e
b
oar
d?
Then it’s the turn of the next player to roll the dice.
Watch out:
Y
ou are only allowed to take your horse into a stall a
f
ter you have
lled your
p
uzz
l
e
b
oar
d
wit
h
a
ll
seven puzz
l
ing pieces. So ma
k
e sure you co
ll
ect a
ll
t
h
e pieces in time.
End of the Game
Whoever
lls his puzzle board and brin
g
s his horse into a stall
rst, wins the
g
ame. He has
t
aken really good care of his horse, forgetting nothing
.
Variations
S
im
pl
e variation
The game is easier i
f
you
f
ollow the instructions o
f
both dice. When it’s your turn and there is
n
o free space left in the puzzle board for the piece on the red die, you can’t puzzle anything
i
n
to
the
boa
r
d.
The following two variations are played according to the rules of the basic game, except for
t
he
f
ollowin
g
chan
g
es
:
H
u
r
d
l
e
r
ace
B
efore startin
g
to pla
y
, place one or both hurdles in the middle of an
y
two stable-path
s
quares.The horses ma
y
not step on the squares with hurdles, the
y
have to
j
ump over these
s
quares.Example: If a player rolls two dots and his horse stands two squares in front of a
h
ur
dl
e, t
h
e
h
orse ma
y
not
b
e move
d
.
S
olo di
e
Whoever’s turn it is to roll the dice has to choose only one of the two dice and then roll it.
8


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