boardgame

Segel-Regatta

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2-99
Unknown
BoardgameNauticalSports

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Game Info

Description

The players choose a game master (GM) who accepts the registrations, raffles the starting places, directs the races and manages the till. The tools required are: 4 cruiser yachts (A), 4 racing yachts (B), 1 escort steamer (C) for the game master, 1 black and 1 white die and a large number of tokens. It is at the discretion of the GM to organize races for cruiser yachts or races for racing yachts. The stake for the former is 20, for the latter 10 tokens. If more than 4 participants register for a race, preliminary races will be held; only the first and second winning boats take part in the main race. If there are still more than 4 participants, further elimination races are held. The fairway for the yachts is marked by the colors yellow, red, green and blue, in addition, the white gully to the right of it is also part of the legal fairway. The white die is used to advance on the track. On the roll of 3 or 6, the yacht goes straight ahead, with a roll of 2 or 5 the same number of spaces in the next right fairway, on 1 and 4 the number of spaces forward in the next left fairway. If two yachts land on the same square, the one that is in the wrong fairway is eliminated from the race. If both meet in the wrong fairway, the one that is furthest away from its rightful fairway is eliminated. Furthermore, whoever comes off the racetrack, is eliminated too. Any participant who believes that he is in danger of being eliminated may turn up on his lawful fairway as soon as it is his turn to throw the dice. He reports this intention to the GM, uses the black die and moves back as many squares as he rolls in the next fairway against his legal fairway. For each roll of the black die, 3 tokens must be paid into the till. The goal has been reached if the player rolls at least one eye more than there are still spaces left up to the end line. —user summary

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