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Tintin et le Piège du Totem Dhor thumbnail

Tintin et le Piège du Totem Dhor

Tintin et le Piège du Totem Dhor Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Contents of the Box
  • Setup
  • Beginning the Game
  • Secret Investigation
  • Public Investigation
  • Rastapopoulos
  • Special Die
  • Investigation Sheet
  • Adventure Cards
    • Weapon Cards
    • Seaplane Cards
  • The Totem Dhor
  • End of the Game

Goal of the Game

Recover as many totems as possible and, if possible, the totem dhor.

Contents of the Box

  • 1 game board
  • 5 characters / 5 stands
  • 4 investigation sheets / 4 sliders
  • 20 ebony totems (black)
  • 2 magnet plates
  • 1 totem dhor (yellow)
  • 1 magnetic casket (écrin)
  • 55 adventure cards
  • 1 die
  • 1 special die
  • 1 rulebook

Setup

  • Fix each character onto its stand.
  • Detach the magnets from the 2 magnet plates. Turn over each totem (except the totem dhor) and fix one magnet into it: remove the protective cover and insert the self-adhesive face inside the totem.
  • Stick the round self-adhesive dots on each face of the white die, in no particular order.
  • Open the game board in the middle of the players.
  • Place one ebony totem on each symbol above the investigation spaces.
  • Shuffle the cards and place them as a face-down pile on the board.
  • Place the casket and the totem dhor beside the board.
  • Place Rastapopoulos on the "ocean" space showing an ocean liner.
  • Each player chooses a character and places it on the Château de Moulinsart.
  • Each player receives the investigation sheet of their character and slides the slider to 4.
  • Roll the die. The player who rolls the highest number begins; play then proceeds clockwise.

Beginning the Game

  • The first player rolls the 2 dice.
  • If the "stars" face appears on the special die, the player passes their turn. Otherwise, they may keep their roll, or re-roll the 2 dice as many times as they wish to obtain a new result. But if the "stars" face appears, they pass their turn.
  • When the result of the 2 dice suits them, the player moves their character in the direction of their choice by the number of spaces shown on the ordinary die. The special die is used later.
  • If the player lands on:
    • an "ocean" space: they play again immediately by re-rolling the 2 dice;
    • "Moulinsart": they gain 1 investigation point by moving the slider up on their investigation sheet (it cannot go above the maximum of 4 points);
    • an investigation space: they may carry out an investigation.

Secret Investigation

If they wish, a player may investigate a totem on an investigation space in secret. A secret investigation does not allow the player to win the totem; it only reveals whether that totem is "good" or "booby-trapped".

  • The player inserts the totem into the casket in secret, out of the sight of the other players:
    • if the totem sticks to the bottom of the casket, it is a good totem;
    • if it is pushed away, it is a booby-trapped totem.
  • After the investigation, the player places the totem back in the centre of the investigation space. The totem can no longer be secretly investigated.

Public Investigation

  • If a player lands on the space of a totem that has already been the subject of a secret investigation (by themselves or by another player), they may carry out a public investigation of that totem.
  • To do so, they insert the totem into the casket without hiding it this time, in full view of the other players:
    • if it is a good totem, they keep it (it counts for 1 point at the end of the game);
    • if it is a booby-trapped totem, they place it in the centre of the board and lose 1 investigation point by lowering the slider on their investigation sheet.

Rastapopoulos

  • When a player arrives on the space where Rastapopoulos is, they must fight before they can investigate.
  • They designate a player of their choice to play the role of the bandit. Both players roll the ordinary die. The player who rolls the highest number wins the fight (in case of a tie, they roll again):
    • if Rastapopoulos is defeated, the player may investigate;
    • if Rastapopoulos is victorious, the player loses 2 investigation points and passes their turn.

Special Die

The player takes the special die into account only after they have moved and, if applicable, investigated a totem. If the special die shows:

  • "+1": the player gains 1 investigation point;
  • "statue": the player draws a card from the pile, reads it aloud, then applies its effects;
  • "Rastapopoulos": the player must move Rastapopoulos (except onto Moulinsart and onto the space the player is themselves occupying). They may bring him onto a space occupied by one or more characters, and designate one of them to fight. Both players roll the die. The player who rolls the highest number wins the fight (in case of a tie, they roll again):
    • if Rastapopoulos (the attacking player) is defeated, nothing happens;
    • if Rastapopoulos is victorious, the attacked player loses 2 investigation points.

Investigation Sheet

When a player drops to "0" on their investigation sheet, they lose all the totems they have already won. These are placed in the centre of the board and can no longer be won. The player then places their character on Moulinsart and moves the slider on their investigation sheet back up to 4.

Adventure Cards

The deck contains 38 character cards, 12 weapon cards and 5 seaplane cards.

  • Most character cards are played immediately.
  • Weapon and seaplane cards are kept face up in front of the player who drew them, and are played at the moment of the player's choosing.

Weapon Cards

Before engaging in a fight against Rastapopoulos, a player may use a weapon card if they have one (only one card per fight). They then add the value shown in the white square of that card (+1, +2, +3 or +4) to the result of their die. Rastapopoulos cannot use weapon cards.

Seaplane Cards

A player may use a seaplane card before rolling the dice to play. They then place their character on the ocean space of their choice and play.

After being played, a card is placed back under the pile.

The Totem Dhor

  • Once the 8 good ebony totems have been discovered, the totem dhor is placed on the space occupied by Rastapopoulos.
  • To seize the totem dhor, a player must necessarily move onto the space where it is.
  • If Rastapopoulos still occupies that space, the player must defeat him in a fight. If Rastapopoulos is no longer there, the player immediately wins the totem.

End of the Game

  • The game ends as soon as one of the players has seized the totem dhor.
  • Each player then counts 1 point for each black totem they possess and 2 points for the totem dhor.
  • The player who totals the most points wins the game. In case of a tie, the number of investigation points is compared, and the player who has the most is declared the winner.
  • Storage: after the first use, the box allows the plastic pieces to be placed in their individual compartments.