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Floß geht's!

Floß geht's! Rulebook

Table of Contents

Table of Contents

  • Contents
  • Aim of the Game
  • Preparation
  • How to Play
    • 1. Rolling the dice you want
    • 2. Moving one's own raft
    • Tactical hints
  • End of the Game
  • Variants
    • Variant for younger players
    • Variant for elder players

Contents

  • 4 rafts
  • 24 river cards (4 bends, 20 straights)
  • 1 river mouth card (= target)
  • 4 colored dice with symbols
  • 1 set of game instructions

Aim of the Game

Who will get on their raft quickly and be the first to arrive at the target?

Preparation

Look at the river cards. Every card represents a stretch of the course of the river and shows a symbol: bottle with a message, fish, paddle steamer, duck.

Put the river mouth card (= target) showing all four symbols on the table. Starting from there, line up backwards the 24 river cards thereby making a long river with four turns. But watch out that you don't place more than two cards with the same symbol next to each other.

Each player takes a raft and puts it in front of the first river card.

Then each player takes the dice with the symbol corresponding to the color of their sails and rolls it. Now the dice are placed into the hollow of the rafts, with the symbol just thrown face up.

If there are less than 4 players, the extra dice and rafts are returned to the game box.

How to Play

Has anybody ever handled a raft? Or ever made a raft of their own? This player may start, if not, the youngest player starts.

1. Rolling the dice you want

Take a dice from any of the rafts and roll it. Then put the dice back on its raft.

Hint: you can take the dice from your own or any other raft. But before you decide, take a look at all the rafts and the symbols showing face up on the dice. They indicate how far this raft can later be moved on ...

2. Moving one's own raft

Now move your own raft. What does the dice on your raft show?

  • A bottle with a message, a fish, the paddle steamer or the duck? Move your raft to the next river card showing the same symbol.
  • The sun? Choose one of the symbols and move your raft to the next corresponding card.
  • The anchor: Unfortunately you can't move your raft.

Important: There can be any number of rafts on each river card.

Then the next player throws the dice.

Tactical hints

You can throw your dice ...

... and thereby try to move even further on.

You can throw the dice of another player, ...

... if the symbol of your dice already allows you to move a long way ahead and you want to use it up

... or if you want to hinder another player from making a move.

But as the throwing of dice is a matter of luck, the best made plans do not always work.

End of the Game

The game ends as soon as the first raft lands at the river mouth. The player of this raft wins the game.

Variants

Variant for younger players

  • The players only throw their own dice or choose not to throw the dice at all.

Variant for elder players

  • In order to plan tactically further ahead the rafts are turned around at the mouth of the river and driven back. The aim is now to drive back past the initial starting card. Whoever rolls a symbol which doesn't appear on the cards on the way back moves their raft right passed the starting card thus winning the game. It's the first raft to arrive back at the first river card, which wins the game.