Min drömhäst (2011)
Tempo de Jogo: 0
Idade Mín.: 5
Jogadores: 2 - 4
Editora: Alga
Designers: (Uncredited)
Artistas: (Uncredited)
Mecânicas: Roll / Spin and Move, Memory, Push Your Luck, Dice Rolling, Simulation
Idade Mín.: 5
Jogadores: 2 - 4
Editora: Alga
Designers: (Uncredited)
Artistas: (Uncredited)
Mecânicas: Roll / Spin and Move, Memory, Push Your Luck, Dice Rolling, Simulation
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A children's game where you will compete in a show jumping.
At first you have to find four different equipment-tiles placed face down. After that you roll a die and move your plastic horse around the course with obstacles. According to what you roll different things will happen: After a roll of 1 you must move your horse one step back and take a marker (after three markers you're out of the game). If you would jump over a obstacle after you have rolled a 2, 3 or 4 you have to take the top card from the deck and according to the card's colour different things will happen: If it's green you have passed the jump, if it's yellow you have knocked down the obstacle and get a yellow fault-marker and if it's red your horse has refused to jump and you have to stop and take a red fault-marker. A roll of 5 or 6 makes you just jump over the obstacle without taking a card. The fastest horse with least faults is the winner.
The game is played in the box.
At first you have to find four different equipment-tiles placed face down. After that you roll a die and move your plastic horse around the course with obstacles. According to what you roll different things will happen: After a roll of 1 you must move your horse one step back and take a marker (after three markers you're out of the game). If you would jump over a obstacle after you have rolled a 2, 3 or 4 you have to take the top card from the deck and according to the card's colour different things will happen: If it's green you have passed the jump, if it's yellow you have knocked down the obstacle and get a yellow fault-marker and if it's red your horse has refused to jump and you have to stop and take a red fault-marker. A roll of 5 or 6 makes you just jump over the obstacle without taking a card. The fastest horse with least faults is the winner.
The game is played in the box.
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ag.gameitem.lastUpdated: 2025-04-28 00:11:44.338