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Wo war's? Mitbringspiel

Wo war's? Mitbringspiel Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • The Chase Begins
  • End of the Round
  • End of the Game

Contents

  • 1 jigsaw-puzzle game board
  • 12 path strips
  • 1 dragon
  • 1 game piece (pawn)
  • 1 die
  • 1 thief chip
  • 12 dragon chips

Goal of the Game

The game lasts as many rounds as there are players. Each player takes a turn as the dragon, while the others are the pursuers. When the pursuers catch the thief at the end, each pursuer receives one dragon chip. If the thief escapes, the dragon player receives one dragon chip.

Setup

Before the first game, punch out the path strips, the chips, the dragon and the dark spacers for the dragon from the punch sheet.

Attach the upper and lower parts of the dragon with the spacers and the snap fasteners, as the illustration shows. Later you can slide the path strips in from above or below.

Assemble the game board and place the game piece on any square. This is the starting square for the first round.

On the path strips you will find ten motifs each, which you can also find on the game board. They show the escape route of the invisible thief, which always moves one square horizontally or vertically. In our example the thief starts on square 12 at the frogs and ends on square 9 at the rooster. The thief can also travel the route the other way round (from square 9 to square 12). The back of each path strip also has motifs (from square 5 to square 14, or from 14 to 5). In total, 48 different escape routes are possible in the game.

Now place the die, the thief chip and the dragon chips ready.

Before the first round, decide on one player who receives the dragon and the thief chip. As a test, this player makes all the sounds he sees on the path strips:

Witch: "hee-hee-hee", Sheep: "baa", Innkeeper: "cheers", Ghost: "whoo-hoo", Frog: "ribbit", Cow: "moo", Dog: "woof woof", Rooster: "cock-a-doodle-doo".

The Chase Begins

The dragon player takes a path strip out of the box and inserts it into the dragon so that the first square (either the one with the upper or the lower number) appears in the circle. Careful: only he may see how the route runs!

Now he makes the sound of the motif that is visible in the circle, for example "ribbit".

The pursuers have now received the first clue as to which square the thief could have started from: square 5, 12, 13 or 19.

They agree on one player, who now rolls the die and moves the game piece:

1 or 2 squares. The piece moves the number of squares horizontally or vertically. It may not move diagonally; with two squares, however, it may turn a corner. Passing a turn or moving straight back and forth is not allowed.

The dragon may fly: you may place your piece on any square of the game board. It can even land on its starting square again!

Now it is the dragon player's turn again. He slides the path strip forward one square and makes the sound, in the example "baa".

The pursuers confer together and work out where the thief could have fled: he could have started from frog square 12 and gone to sheep square 17, or started from square 13 and fled to square 8. Only later in the course of play will this be resolved...

The next pursuer in turn rolls the die and moves the game piece in the direction of the square where he suspects the thief to be.

Important: even if you are completely sure during the game where the thief is, you may only reveal him after the last path square. So keep following him and try to catch him there!

Witch squares: Sometimes the witch helps the thief and flies with him to one of the two other witch squares. This happens when the witch giggles twice in a row. If you hear the witch only once, the thief stays on the witch square as normal.

End of the Round

As soon as the dragon player has announced the last square and made the sound, the pursuers may roll and move once more. Now it gets exciting: did they follow the right trail? And do they manage to bring their piece onto the square where they suspect the thief to be?

Now the dragon player reveals where the thief has fled. He places the thief chip on the game board square with the last number of his route. If the game piece is standing there, the pursuers have combined correctly and caught the thief. As a reward, each pursuer receives one dragon chip.

If the piece is standing on a different square at the end, the thief has escaped. In this case the dragon player receives one dragon chip.

Then the roles are swapped and the next player becomes the dragon player.

End of the Game

You play until every player has been the dragon player once. Then you count who was able to win the most dragon chips.