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Mountain Spirit versus Mountaineers

 

You want to be first to take your own three mountaineers to the camp at the peak and thus win the game - but mountaineers are obstacles for each other and the Mountain spirit also interferes.

In the version without cards the active players rolls dice maximum three times, at the start all three dice, you can set dice aside. Then you implement one of those moves: Start a new mountaineer with a minimum total of 15 pips on the dice; Move a mountaineer for the sum of two dice - taken spots are moved over but counted; Ascend - if you can use a die result after one circuit of a level to reach your own ascension spot and have another die showing „1“ you can ascend to the next level; Ousting - only with the result of the black die if it shows the lowest result of all dice. When your target spot of a move is taken you push the mountaineer in this spot forward. When one or more mountaineers are on the middle level and the black die shows „6“ at its first roll, you put the bane ring of the Mountain Spirit on one of those mountaineers; for the next „6” it goes back to the Spirit and then to a mountaineer, and so on. A mountaineer carrying the ring cannot be ousted and cannot not ascend.

In the version with cards all those rules apply, too; for rolls of a double, a triple or a straight, cards are acquired and you may use one of your card in a turn, after rolling.

Roll & move, so far so good - but the allure here is in the details - the choice in the dice results including re-rolling, the bane ring, ousting and ascending. All in all a cute and well-working variant of a standard mechanisms, offering a lot more tactic in the card version.

 

Players: 2-4

Age: 8+

Time: 45+

Designer: Rüdiger Koltze

Artist: Martin Hoffmann, Mirko Suzuki, DE Ravensburger

Price: ca. 35 Euro

Publisher: Ravensburger 2014

Web: www.ravensburger.de

Genre: Roll & move

Users: For families

Version: de

Rules: de

In-game text: nein

 

Comments:

Standard basic mechanisms

Sophisticated variations

More tactic in the game with cards

 

Compares to:

All roll & move games with finish and obstacles

 

Other editions:

Currently none

 

Chance (pink): 3

Tactic (turquoise): 2

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0