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▪ When the result of the two dice suits him, the player moves his character
in the direction of your choice of the number of boxes
indicated by the ordinary dice. The special dice will serve later.
SECRET INQUIRY
If he wishes, the player can investigate secretly on the totem of a survey
box.
The secret investigation does not win the totem, but to find out if this
totem is "good" or "trapped".
▪ The player secretly places the totem in the case, away from the eyes of
others players:
• if the totem is fixed at the bottom of the box, it is a
good totem,
• If pushed, it is a trapped totem.
• After his investigation, the player places the
totem in the center of the inquiry box. Players can no longer secretly
investigate the totem.
PUBLIC SURVEY
▪ If the player reaches the box of a totem
having already been the subject of a secret investigation
(by himself or another player) he may
publicly investigate this totem.
▪ For this, he introduces the totem into the box
without hiding, this time, from the eyes of
other players:
• if it is a good totem, he keeps him (he will count
for 1 point at the end of the game),
• if it's a trapped totem, it puts it in the center
the plateau and loses 1 survey point in
lowering the cursor on his survey card.
Rastapopoulos
When a player arrives on the box
Rastapopoulos, he is obliged to fight before
to be able to investigate.
It designates a player of your choice to play the role
of the bandit. Both players roll the die
ordinary. Whoever gets the biggest number
wins the fight (in case of a tie,
start again) :
• If Rastapopoulos is defeated, the player may
investigate,
• if Rastapopoulos wins, the player
loses 2 investigation points and passes his turn.
SPECIAL
The player does not take into account the special dice
only after moving and having,
possibly, investigated on a totem. If the Special die indicates:
FACT SHEET
When a player goes down to "0" on his Character Card, he loses all the
totems he already has earned. These are put in the center of the board
and can not be won anymore. Then the player place his character on
Marlinspike and resets his Character Card to 4.
ADVENTURE CARDS
38 characters, 12 weapons, 5 seaplanes.
• Most character cards are
played immediately.
• The "weapon" and "seaplane" cards are
kept face up in front of the player who
fired and played at the time chosen by
this one.
Seaplane maps
A player may use a "seaplane" card
before rolling the dice to play. He stands
then on the ocean box of his choice and plays.
A card played is then replaced under the
battery.
GAME OVER
▪ The game ends as soon as one of the players
seized the totem dhor.
▪ Each player counts 1 point per
black totem he owns and 2 points for the
totem dhor.
▪ The player with the most points
wins the game (in case of a tie,
compares the number of inquiry points and
the player who has the most is declared
winner).
▪ The storage of the box allows you,
after the first use, to place the
plastic parts in the cells
individual.