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Things From Another World
Tintin et le Piège du Totem Dhor
Tintin et le Piège du Totem Dhor
by Nathan (1993)
Player Count
2 to 4

Player Ages
7+

Playing Time
1 hour
Categories
  • Adventure
  • Memory
  • Comic Book / Strip
  • Designers
  • Dominique Tellier
  • Mechanisms
  • Roll / Spin and Move
  • Memory
  • Pattern Recognition
  • Dice Rolling
  • Artists
  • Hergé
  • Family
  • Characters: Tintin
  • Rating: 5.14/10 from 27 users

    Description

    Vanished! Stolen! ... The eight ebony totems and the prestigious gold totem, vestiges of an ancient civilization, were stolen by Rastapopoulos from the ethnographic museum. Tintin and his companions set out at once to recover them. But the stolen copies of the totems are spread out around the world and confuse the tracks of the investigators. Only a "magic key" will make it possible to find the treasures of the museum.

    Of the 20 ebony totems, 12 are real! Only the magic key will reveal them to you... collect as many of the Totems as possible, but avoid conflicts with Rastapopoulos the gangster. Character cards direct you in your investigation or help you to thwart the schemes of your adversaries. Brought into play at the end of the game, the gold totem must still be recovered for victory.

    translated (badly) from rulebook and entry from "Club de Stratégie de Moissy-Cramayel

    Translated from the Dutch box:
    A breathtaking game full of adventures with Tin Tin and his friends.
    Face Rastapopoulos in a duel and win the mysterious Totem Dhor.
    But beware! 12 of the 20 Totems are traps! Only the magical cassette can point you in the right direction.

    Gameplay information:
    Every square on the board represents one of Tintin's adventures and contains a black totem pole. You have to use a magnet to learn if the totem is a good one or a trap. If the totem moves away from the magnet, it is a trap. If it pulls towards you it is one of the 8 good ones. Players check the totems individually and place it on the middle of the appropriate adventure square. This means the nature of this totem is known to one of the players. He must memorize all the totems he checked. In the second part (when all totems are known by one or more players), when a player starts an the adventure players have to tell the other players what status the totem has, if he is right he gets the totem. If he gets it wrong he loses a research point.

    When all 8 good totems are found the golden Rastapopoulos totem is placed for the final adventure. When players cross Rastapopoulos himself they have to fight him (by a throw of the dice).

    When a player loses all his points he has to start at the beginning of the board and receives 4 new points to re-enter the race until the golden totem is reached.

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