by Alex Randolph for Amigo
[Translation by Rick Heli. All additions in brackets.]
Players: 2 - 6 | Ages: 6 - 100 years |
|
6 sombreros in 6 colors | 12 gold chips (1 gold = 10 silver) |
6 dice (0-5) | 1 shell |
6 "Hinterhalt" [Ambush] chips | 6 Caramba cards |
6 "Hinterhalt" [Ambush] stickers | 1 game rules |
1 hatband | |
|
Short Introduction
- Goal of the game. The goal of the race is to NOT cross over into the dangerous
area of "Mina del Plata" [silver mine].
The winner is the player who finds himself still on the course when all of
the others have already arrived. He banks the victory. A game stretches over
several races.
- Turn order. Turns are not taken in clockwise order, but rather depending
on the board position.
The player in the lead goes first and rolls with one die; the player behind him
goes second with two dice, the player in third with three dice, etc.
Preparing for Play
Before the first game the six "Hinterhalt" stickers must be stuck onto
the six black chips.
The board is laid out on the table and the shell is placed on it near the
"MINA DE PLATA" sign. The hatband is placed nearby and needed also are as many
dice as there are players. [But see below "The Game for 2 or 3 Players".]
Note! The dice contain a blank side, but no "6".
Each player receives:
- 1 sombrero
- 1 "Hinterhalt" chip
- 2 gold and 10 silver chips
- 1 Caramba card
Course of Play
The sombrerors and their owners move as slowly as possible to their goal,
the dangerous area of "Mina de Plata".
Whoever rolls the highest number begins. In the races to follow, the winner of
the previous race always begins, followed by the player who placed second, etc.
The first player places his sombrero on the stone-, pebbles- or clay space of his choice,
far away or close to the goal, wherever he wants. The other players in clockwise
order then do the same.
Game Board
When placing the sombrero keep in mind the goal and the turn order.
The foremost sombrero receives the hat band. It begins the first round with one die.
Game Turns
During all of the races, the first place player (the one nearest the mine) always rolls
with 1 die, the runner-up 2 dice, the third-place 3 dice, etc.
Important!
In order to avoid confusion, use the hatband. Before rolling, the player
whose turn it is transfers the hatband from his sombrero to the sombrero
of the player in the next place. In this way it is always clear which player is next
to have a turn. The last in the row gives the hatband to the first place sombrero.
Should the last placed player by use of the additional dice overtake all
of the others including the one with the hatband, then he must place the band
back on his sombrero and immediately takes another turn. With only 1 die however
as he is now in first place.
Hinterhalt [Ambush]
Before a turn (usually that of the first place player) a player can
tip off waylaying Pistoleros and thus place an ambush.
To do this, the player places his "Hinterhalt" chip on any vacant space.
It remains there until all sombreros have moved over it.
Then it may be picked up again by a player, but only before his turn
and placed on any free space.
Should a player end the turn on a "Hinterhalt" chip, he must immediately
roll again with a number of dice as follows:
Occupied Spaces
Should a sombrero end its turn on another sombrero, the owner of the upper
immediately receives 1 silver piece in welcome from the under.
The owner of the upper sombrero must however immediately roll again
one die and move on. If he should roll "0", this action is repeated,
that is, the under sombrero pays again and the upper rolls again.
Buyouts
During a turn a player can buy himself out of one or more cubes.
Costs: 1 silver piece for the first die, 2 silver pieces for the second die,
3 for the third die, etc.
Caramba Card
The Caramba card is intended as an aid to play. It gives an overview of
the costs related to the running of each race.
The expended silver pieces are part of the winnings and are placed in
the shell.
Attention! During each turn at least one die must always be rolled.
Private Deals
Wealthy players can try to persuade their poorer counterparts to use additional dice.
For example "here are 10 silver pieces if you roll one extra die ..."
Goal of the Game
As already mentioned, the goal of the races is to not cross into the "MINA DE PLATA"
area. However, if it must be, then it is better sooner than later.
As the first to arrive pays only 1 silver piece, the second 2, the third 3, etc.
The expended silver pieces are part of the winnings and are placed in
the shell.
The player who finds himself the last still on the game board wins all of the
chips in the shell. The goal is to have the most chips after several races.
Inflation
Attention! All of the costs incurred due to occupied spaces, free purchase
and entering the goal are doubled in the second race, tripled in the third race,
etc!
Bankruptcy
If during a race a player should run out of silver pieces, he must pay
as much as possible and play on in this race without paying. If however he
does not win this race, he must retire... and the game is therefore at an end.
End of the Game
The game continues until one player cannot begin for lack of silver chips.
The richest player at that moment wins.
The Game for 2 or 3 Players
The rules are the same, however each player starts with 2 sombreros,
2 "Hinterhalt" chips and 60 silver chips.
With 2 players 4 dice are needed, with 3, 6 dice.
(c) AMIGO Spiel + Freizeit GmbH under license MCMXCII
Graphics: Franz Vohwinkel
ce
This French translation
of the rules has been made, not from the original German, but from the
translation you are now reading.
Copyright 2003 Richard M. Heli
Please send any comments to
Rick Heli