Krazy Maze (1943)
Temps de jeu: 45
Age min.: 8
Joueurs: 2
Editeur: G. N. Raymond
Concepteurs: Inconnu
Artistes: Inconnu
Mécaniques: Roll / Spin and Move
Age min.: 8
Joueurs: 2
Editeur: G. N. Raymond
Concepteurs: Inconnu
Artistes: Inconnu
Mécaniques: Roll / Spin and Move
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Krazy Maze was a 1940s board game published in Australia under licence by G. N. Raymond. National Archives Australia verifies the author being an Alan Joseph Howell and John Allan who registered the game in 1943
The game was a simple spin and move mechanism where two separate paths wind through a densely illustrated picturesque landscape. When two players play each takes a separate path. The game came with a spinner, called a "spino", which displayed numbers from 1 to 8. Players take turns spinning and moving their counter the corresponding number of squares.
Some squares on each track are marked with a letter of the alphabet and a player must follow an instruction that corresponds to that letter. For example, landing on the "A" square of the left track results in the instruction "Forgotten lunch. Back to start"; landing on the B square results in "Tiger snake on road. Extra spin to get past."
The two tracks diverge at square one and rejoin at square 89. Square 90 is the last square. A player must spin the exact number to land on square 90. The first player to do this wins.
—user summary
The game was a simple spin and move mechanism where two separate paths wind through a densely illustrated picturesque landscape. When two players play each takes a separate path. The game came with a spinner, called a "spino", which displayed numbers from 1 to 8. Players take turns spinning and moving their counter the corresponding number of squares.
Some squares on each track are marked with a letter of the alphabet and a player must follow an instruction that corresponds to that letter. For example, landing on the "A" square of the left track results in the instruction "Forgotten lunch. Back to start"; landing on the B square results in "Tiger snake on road. Extra spin to get past."
The two tracks diverge at square one and rejoin at square 89. Square 90 is the last square. A player must spin the exact number to land on square 90. The first player to do this wins.
—user summary
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ag.gameitem.lastUpdated: 2025-05-24 12:14:49.551