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Afrikan tähti

Afrikan tähti Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Goal of the Game
  • Setup
  • Playing the Game
    • Land Route
    • Sea Route
    • Air Route
    • General Rules
    • Red Dots
    • Special Places
  • End of the Game

Game Contents

  • 1 game board
  • 5 playing pieces (figures)
  • 33 stones:
    • 1 Star of Africa (diamond)
    • 2 rubies (red)
    • 3 emeralds (green)
    • 4 topazes (yellow)
    • 3 robbers
    • 5 horseshoes
    • 15 blank stones, of which 3 are spare stones
  • 35 banknotes:
    • 3 notes of 1,000 dollars
    • 12 notes of 500 dollars
    • 20 notes of 100 dollars
  • 1 die
  • 1 rulebook

Goal of the Game

Each player tries to find the Star of Africa, the largest diamond in the world, and to bring it safely to Tangier or Cairo, by land, by sea or by air.

Setup

  • Place the game board in the middle of the table.
  • Except for the 3 blank spare stones, place all stones face down on the table and shuffle them. Then place them face down, at random, on the red dots on the game board.
  • Each player chooses a playing piece and places it on one of the two starting fields, Tangier or Cairo.
  • Each player receives 300 dollars in starting capital from the bank. One player takes on the duties of the bank.
  • Next, players roll the die in turn. The player with the highest number is the starting player and may begin the search for the Star of Africa. Play then continues clockwise.

Playing the Game

The red dots shown on the game board can be reached by different routes. The player whose turn it is may freely choose in which direction and by which means of transport he wishes to move. The routes differ in speed, but they also carry corresponding costs.

The following options are available:

Land Route

The land route leads through Africa and is marked by white lines with black dots. If this route is chosen, the playing piece may be moved in one direction by as many spaces as the die shows. The journey by land route is free of charge.

Sea Route

Sea routes are marked by light blue lines with dark blue dots. If the sea route is chosen, 100 dollars must be paid immediately for the journey between two neighbouring red dots. After that, the playing piece may be moved further by as many spaces as the die shows.

If a player has no money left, for example because he was robbed on the way, he may move on by 2 spaces without rolling the die.

Air Route

Air routes are marked by red lines. If the air route is chosen, no die is rolled. The playing piece may be moved immediately to a neighbouring red dot. The journey costs 300 dollars.

General Rules

  • The playing piece may be moved in any direction. However, it may not change direction during a single turn.
  • Several playing pieces may stand on the same field.
  • If a player's playing piece reaches a red dot, he may stop there, but he may not travel any further in that round.

Red Dots

If a player's playing piece stands on a red dot, he may immediately buy the stone lying on it for 100 dollars. If he cannot or does not want to do this, he may leave his playing piece on the red dot and wait there until, in one of the following rounds, he rolls a 4, 5 or 6. There is a risk in this, however: another player whose playing piece lands on the same red dot may snatch the stone away from under his nose.

Once a player has acquired a stone, either by buying it or by rolling for it, he turns it over. Depending on what is on the reverse of the revealed stone, the following applies:

  • Blank stone: This stone is worthless and is simply set aside.
  • Topaz (yellow gem): The player receives 300 dollars from the bank. The stone is then set aside.
  • Emerald (green gem): The player receives 600 dollars from the bank. The stone is then set aside.
  • Ruby (red gem): The player receives 1,000 dollars from the bank. The stone is then set aside.
  • Robber: The player loses all of his money. The stone is then set aside.
  • Star of Africa (white diamond): Whoever has found the largest diamond in the world keeps it and must bring it to Tangier or Cairo as quickly as possible.
  • Horseshoe: If no player has yet found the Star of Africa, the stone is simply set aside. However, if the diamond has already been found by another player, the horseshoe gives its owner the chance to still win the game, by bringing the horseshoe to Tangier or Cairo faster than the owner of the Star of Africa manages to bring the Star there.

Special Places

Certain special places on the board have the following effects:

  • Cape Town: The first player to arrive here receives 500 dollars from the bank.
  • Gold Coast: If a player finds a gem here, he receives double the sum from the bank.
  • Slave Coast: If a player acquires a blank stone here, he is taken as a slave and must skip 3 rounds. If the stone shows a gem, a horseshoe or a robber, play continues as described above.
  • St. Helena: This island is the headquarters of the pirates, who lie in wait for new treasures in the surrounding waters. If a playing piece lands here, the player may leave the island only once he rolls a 1 or a 2. Once he has rolled a 1 or a 2, he may immediately continue his journey by sea or air route.
  • The Sahara Desert: If a playing piece lands on the black dot outlined in light blue, it is attacked by Bedouins. The player is only freed once he rolls a 1 or a 2.

End of the Game

The game is won by the player who first brings either the Star of Africa, or a horseshoe that was found after the Star of Africa, to Tangier or Cairo.

Good luck in the search for the Star of Africa!