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커뮤니티 > 질문과답변 어둠 속의 도둑 메뉴얼 구합니다.
  • 2005-10-24 17:37:21

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Lv.1 피그조아
Der Schattendieb 설명서가 독일어로 되어있어 힘드네요.
영문 메뉴얼이라고 가지고 계신분 자료실에 올려주시면 감사드리겠습니다.
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    • 2005-10-24 17:39:50

    Der Schattendieb (The Shadow Thief)
    Amigo, 2001
    designed by Jürgen Grunau
    translated by Pitt Crandlemire

    [Players: 3-7
    Ages: 8 years and up
    Duration: approximately 30 min.
    Contents:
    80 Jewelry cards with values from 1 to 10
    20 Locked Safe cards with values from 4 to 15
    7 Open Safe cards
    5 Thief cards]

    Idea of the game
    In the shadow of the night, valuable pieces of jewelry have been stolen from the rooms of the Grand Hotel. After becoming aware of some of the thefts, the guests try to protect their remaining jewelry by putting as many of them as possible into the hotel safes. Nevertheless, the Shadow Thief strikes again and again.
    The players collect as much valuable jewelry as they can in their safes. Only jewelry in a safe is protected from the thief. Whoever has the most valuable collection of jewelry in their locked safe wins.

    Set-up
    Each player gets one Open Safe card and places it in front of himself. Any unused Open Safe cards are put back in the box.
    All other cards, including the Locked Safe cards, are shuffled. Each player is then dealt four cards. The remaining cards are placed face-down as a draw deck in the middle of the table.

    Play of the game
    Each round consists of seven actions, which are played one after the other:
    1st Action: Play a card
    2nd Action: Stalemate
    3rd Action: The Thieves
    4th Action: Play additional Jewelry cards
    5th Action: Fill the safe
    6th Action: Lock the safe
    7th Action: Draw cards

    1st Action: Play a card
    Each player chooses one of his four cards and plays it face-down in front of him. This may be a Jewelry, Thief or Locked Safe card. Once all players have played a card, they are revealed simultaneously.

    2nd Action: Stalemate
    If Jewelry cards of the same value were played, they cancel each other out. They are placed onto a face-down discard pile next to the draw deck.

    [Jewelry cards of the same value are discarded.]

    Discard Pile Stalemate

    3rd Action: The Thieves
    If any Thief cards were played, they now take their turn. Four of the Thieves specialize in a particular type of jewelry. The Shadow Thief can steal all types of each jewelry.

    [Each Thief steals only one type of Jewelry card.]

    Watch Thief Ring Thief Brooch Thief Cufflink Thief Shadow-thief, who steals all types of Jewelry

    Each player who played a Thief takes one of the Jewelry cards played that turn which matches the type of Thief he played and places it face-up on his Open Safe card. If a player played the Shadow Thief, he takes any one of the Jewelry cards played that turn (his choice) and places it face-up on his Open Safe card. If both specialist Thieves and the Shadow Thief were played that round, the player who played the Shadow Thief chooses first. If there is no Jewelry card corresponding to the type of a specialist Thief, the player of that Thief doesn’t get a Jewelry card. At the end of this action phase, each played Thief - whether successful or not - is placed on the discard pile.

    [The Shadow Thief takes his turn before all the other Thieves.]

    Example: The player of the Shadow Thief goes first and takes the Brooch 10. Next, the player of the Ring Thief takes the Ring 6. The player of the Watch Thief doesn't get a Jewelry card.

    4th Action: Play additional Jewelry cards
    Players who still have a Jewelry card in front of them may now play additional cards of the same type on top of the card already played. They are not required to do so, however.

    [Additional cards of the same type of Jewelry may be played.]

    1. The hand and the card initially played by the player 2. The hand and the additional cards played by the player

    5th Action: Fill the safe
    All Jewelry cards played this turn still lying in front of the players must now be put face-up into their owners' safes.

    1. Played cards 2. Old cards
    +
    New cards

    [Jewelry cards lying in front of the players must be put into the safe.]

    Note: Once placed in s safe, Jewelry cards remain there until scored at the end of the game.

    6th Action: Lock the safe
    If a player has played a Locked Safe card whose value is greater than or equal to the number of Jewelry cards in his safe, he places this card at the end of the row of his Jewelry cards. By doing so, he locks his safe. He then takes the rest of the cards in his hand and places them face-down under the draw deck. He will sit out any future rounds in this turn.

    1. Three cards in the safe 2. Locked Safe

    [A player locks his safe by playing a Locked Safe card whose value is greater than or equal to the number of cards in his safe.]

    Note: A player can lock his safe only if he has at least one Jewelry card in the safe. If he has no Jewelry cards in his safe when he plays a Locked Safe card, that card is placed in the discard pile. If a player plays a Locked Safe card whose value is smaller than the total number of Jewelry cards in his safe, it, too, is placed in the discard pile

    There are 7 cards in the safe

    [If the Locked Safe card has a value smaller than the number of cards in the safe, it is placed on the discard pile.]

    7th Action: Draw cards
    All players who have not yet locked their safes draw back up to four cards again. A new round then begins with the first action.

    [Each player draws his hand back up to four cards again.]

    Exception: If the draw deck does not have enough cards to give every player a hand of four, then all players draw only up to three cards. Any cards remaining in the draw deck are then placed in the discard pile.
    Once the draw deck has been exhausted, the seventh action is skipped. The discard pile is not made into a new draw deck.

    End of the turn and scoring
    The turn ends immediately when one of the following situations occurs:
    Only one player has an open safe. This player may not score the Jewelry in his safe. He gets zero points in this turn.
    All players still in the game all want to lock their safes in the current round. These players may not score the Jewelry in their safes. They get zero points in this turn.
    Once the draw deck is exhausted, the turn ends immediately if, after the end of the 4th Action: "Play additional Jewelry cards", any player has no cards left in his hand. All players who have not yet locked their safe get zero points in this turn.

    Scoring now takes place. All players who closed their safe in time record the sum of the values on all the Jewelry cards in their safe.

    [The turn ends if there is only one open safe or if all players whose safes are still open want to lock them in the same round. The turn can also end if a player has no cards left in his hand.]

    Scoring example for a player:
    Safe contents: Brooches: 3 + 6 + 8 = 17 points
    Rings: none
    Clocks: 2 + 4 + 5 + 7 = 18 points
    Cufflinks 5 + 7 + 10 = 22 points
    Total score = 57 points

    The winner is the player with the most points after three turns. Players can also agree to play more than three turns.
    • Lv.1 피그조아
    • 2005-10-24 17:42:57

    감사합니다. 거의 실시간이시네요. ^^ 잘 사용하겠습니다.

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