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You can choose
which die you want to use for which game piece.
which game piece you want to move first.
Furthermore the following applies:
You always have to use the complete number of dots to move adven-
turer and robber in the indicated direction.
Many adventurers may be on one square at the same time.
The robber is only moved along the forest squares.
The adventurers are safe from the robber on the starting squares in
front of the camp and on the hidden path squares.
Various adventurers of one player can be on their way to the village at
the same time.
The rumbling robber chases off the adventurers
If you move a robber past a square with adventurers on it or its move
ends on such a square, the robber chases them off. An adventurer who
moves onto a square with the robber on it or past such a square, also is
chased off by the robber.
A chased off adventurer is placed back in camp and receives a little
camouflage card from the provision pile. An adventurer however may
possess a maximum of three camouflage cards. If a player already has
three, he/she does not get another one.
Using a camouflage coat
Sly adventurers use their camouflage coat in order to be invisible to the
robber.
Whoever’s turn it is can, either before or after their turn, decide to use it.
Hand in a camouflage card. Take a camouflage coat and place it over
your adventurer; now your adventurer is invisible until it’s your turn
again. Then, before rolling the dice, you have to put the coat back next to
the pile with the camouflage cards.
Watch out: An adventurer covered by a camouflage coat may not be
moved.
Important exception rule!
You want to start moving and an adventurer with camouflage coat occu-
pies the same square as the robber? You may first move the robber, then
take off the camouflage coat and then move any of your adventurers.
If you want to use the coat longer than one turn, you have to turn in
another card each turn.
If at a given moment all three camouflage coats are in use you,
unfortunately, can not use one.
robber chases off
adventurer = back to
camp, take card
camouflage coat =
adventurer invisible
hand in card, put
coat on any
adventurer
ENGLISH
10
Aim of the game
Whoever, with a bit of luck with the dice and some tactical thinking, is
the first to bring their adventurer back to the village wins the game.
Preparation of the game
Put the game board in the center of the table.
Each player takes three adventurers of one color and places them in the
camp in the center of the game board.
One robber is placed on the robber square above the camp. All other
robbers and remaining adventurers are kept in the box.
Each player gets a little camouflage coat card. The remaining camouflage
coat cards are piled up and placed ready to be used next to the game
board.
The three camouflage coats are placed next to the pile with the cards.
Get both dice ready to be used.
How to play
Play in a clockwise direction. The bravest player starts. If you can not
agree, the youngest player starts by rolling both dice.
One die is for moving the adventurer, the other for moving the robber.
The signposts shown on the game board indicate the direction in which
to move.
Get adventurers to
village
spread game board
adventurers
on camp,
1 robber on
robber square
1 card per player,
remaining cards
in a pile,
get dice ready
roll dice; move
robber and any of
one’s adventurers
camp
secure hidden path squares
village
squares
starting
square
for the
robber
secure starting squares
forest
squares
6

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