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Kreuz und quer durch Europa
Kreuz und quer durch Europa
by Schubi Lernmedien AG (1950)
Player Count
2 to 6
Categories
  • Trains
  • Educational
  • Travel
  • Designers
  • Walter Angst
  • Mechanisms
  • Set Collection
  • Roll / Spin and Move
  • Dice Rolling
  • Point to Point Movement
  • Family
  • Continent: Europe
  • Rating: 0/10 from 0 users

    Description

    There are rules for 3 games included:

    1. Leisure travel
    Before the start of the game, place all the round buttons - printed side down - on any city ring! Then place the information boards face down anywhere across the railway lines! Distribute the tokens evenly among all players and leave 20 in the till! The first player rolls the die and may use a colored button to cover as many sections from a drawn location as he rolls (6 points = 12 sections). You choose your journey in such a way that you reach buttons that you can collect as quickly as possible. If you come across a notice board, you have to follow the given instructions as soon as you have traveled the route you rolled. If you can catch up with a fellow player, he has to return to Bern and pay the snatcher 5 points. If there are only 10 buttons left on the playing field, you can fly, i. H. the sections between two city circles are now considered sections. Whoever has the most points at the end of the game wins. Not only the tokens count as points, but also the buttons and information boards that you have scooped up.

    2. Lay routes
    Distribute the buttons evenly among the players! Each player places them face up in front of them! The first player places a port location. If he owns subsequent locations, he may move on. Once he has occupied a node, he can set the new direction of travel, provided he has an adjoining location. If he cannot continue, it is the next player's turn. If you reach an end point or a line that is already occupied, you can start a new one following an already occupied line. The first person to lay out their buttons wins.

    3. Zigzag
    Place all buttons, except fives, face down on any location! The first player draws a button and goes to the location printed on it. If this is occupied, he keeps the first button and continues in the same way with the new one. But if he comes to an uncovered place, the following player may continue. In the first round you can take a maximum of 5 buttons! Whoever buys the most buttons wins.

    —user summary

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