Laß dich nicht erwischen! (0)
Temps de jeu: 30
Age min.: 8
Joueurs: 3 - 5
Editeur: Klee
Concepteurs: (Uncredited)
Artistes: (Uncredited)
Mécaniques: Dice Rolling
Age min.: 8
Joueurs: 3 - 5
Editeur: Klee
Concepteurs: (Uncredited)
Artistes: (Uncredited)
Mécaniques: Dice Rolling
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In this game, one player plays as the policeman, while the others are thieves.
The policeman attempts to keep the majority of the horses safe. The thieves each try to steal the most horses.
Each turn, a player rolls the die. Each thief moves 4 meeples into direction of the centre of the board, where one policeman is trying protecting horses by catching thieves.
A '5' let you bring in a thief and you may roll again. As long as your meeple/thief stands on a white space it's invisible for the policeman; after your thief has reached the centre (field) he may try to lead one (of totally 8) horses down to your base. Unfortunately horses and thieves must be moved separatly.
A caught thief is out of game, a caught horse will be moved back to the centre. Game ends after all horses are stolen or all thieves are caught.
The policeman attempts to keep the majority of the horses safe. The thieves each try to steal the most horses.
Each turn, a player rolls the die. Each thief moves 4 meeples into direction of the centre of the board, where one policeman is trying protecting horses by catching thieves.
A '5' let you bring in a thief and you may roll again. As long as your meeple/thief stands on a white space it's invisible for the policeman; after your thief has reached the centre (field) he may try to lead one (of totally 8) horses down to your base. Unfortunately horses and thieves must be moved separatly.
A caught thief is out of game, a caught horse will be moved back to the centre. Game ends after all horses are stolen or all thieves are caught.
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Laß dich nicht erwischen!
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ag.gameitem.lastUpdated: 2025-05-13 14:00:43.519