Rette sich, wer kann!
Rette sich, wer kann! Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 8 Smurf figures in 4 different colours
- 1 die
- 1 pre-cut board with 7 houses and Gargamel's lair
- 1 rules sheet
Object of the Game
All the Smurfs try to reach an open house to avoid being caught by Gargamel. But in each game, one house fewer is in play. The last Smurf remaining in play is the winner.
Setup
The 7 houses on the game board are covered with the 7 corresponding houses of the pre-cut board. They are no longer barricaded, and the Smurfs can enter them.
The 3 pieces that form Gargamel's lair are placed in the middle of the game board. Gargamel must be entirely covered by these 3 pieces.
Playing the Game
Each player chooses 2 Smurfs of the same colour and places them on any square of their choice on the game board. Several figures may be placed on the same square. The arrow panels indicate the direction the Smurfs must take. Smurfs can only move forward along the arrows; they cannot move backward.
The youngest player begins each game. Players take turns rolling the die, and the player whose turn it is advances one Smurf by the number of squares shown on the die.
Landing on a square that is already occupied does not eliminate the opponent's Smurf. Two or more figures may be on the same square.
One face of the die represents Gargamel. When a player makes Gargamel appear by rolling the die, that player must remove one piece from Gargamel's lair.
When all 3 pieces have been removed, Gargamel is free and appears on the game board. Then: Every Smurf for himself!
Every Smurf for Himself
Each Smurf must try to reach a house as quickly as possible to take shelter.
To do so, a Smurf must reach an arrow square placed directly in front of a house. From there, the Smurf can enter the house without having to roll the die again.
It is not necessary to have the exact number of points to reach the house. For example, a player may roll a 5 but need only 3 points to land on the arrow square in front of an open house. The remaining points are lost and cannot be used for another Smurf.
Only one Smurf may enter a house. Since there are 7 houses but 8 figures in the game, one poor little Smurf will find no shelter and is eliminated from the game. In compensation, that Smurf removes one house of his choice from the game board.
Only 7 Smurfs remain for 6 houses. The next game can begin. Each Smurf is placed on the arrow square in front of its house, and the 3 pieces of Gargamel's lair are put back in place. Players take turns rolling the die.
When Gargamel appears again, each Smurf must rejoin an open house as quickly as possible. Any Smurf that does not manage this is eliminated and, on its player's turn, removes one house from the game board. Only 5 houses remain for 6 Smurfs.
End of the Game
A number of games are played until only 2 Smurfs and one house remain in play. The player whose Smurf arrives first in this house is the winner and is proclaimed Grand Smurf.
Notes on Tactics
The aim is to place your 2 Smurf figures as close as possible to the entrance of a house on each turn. Thus, even if one of your Smurfs is eliminated in a game, you can still hope to win with your second Smurf.
Playing Options
- 4 players: use all 7 houses and all 8 Smurfs.
- 3 players: use 5 houses and 6 Smurfs.
- 2 players: first option, use 3 houses and 4 Smurfs. Second option, use all 7 houses and all 8 Smurfs, with each player playing 4 figures.