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Author: Klaus Teuber Publisher: Awards: |
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Doug Adams writes about the game:
Drunter und Druber is an amusing game where the players represent the
various townsfolk who are charged with rebuilding a town. The town has been
burned to the ground by its inhabitants, who set fire to it to get rid
of the dreaded mouse-dog (that is, a cat) that was holding it's occupants
in terror.
The townsfolk have started the job of rebuilding, they've put up the
main buildings and toilets, but have neglected a minor detail or two.
There are no roads, walls or rivers, and it's the job of the players
to build these rather essential items, while preserving as much of their
on board interests as possible.
To start, a medium sized gameboard representing the town is laid in the
center of the table. This board has a grid of squares is printed over
it. The buildings that the townsfolk have built are dotted around the
board. These buildings come in 6 different types, and there are five
of each type numbered from one to five. The artwork here is quite cute,
and funny too - we see fire stations with large bellows on the roof,
churches that consist of just one tower, and town halls that look rather
like pink triangles. The high value buildings are clustered around the
centre of the board, with the lower value buildings around the outside
spaces of the grid. Dotted here and there are the toilet blocks, which
are vitally important to this town, as we shall see.
The players are dealt a hand of tiles representing the roads, rivers and
city walls, and there are lots of these. They come in 3 lengths; one, two
and 3 squares long; and these fit onto the gridded squares on the gameboard.
There are twice as many city walls pieces than river or road pieces. Some
of the 3 length pieces are bridges, which allow builds underneath them -
this can be quite important as the game progresses.
Each player is given a set of voting cards which represent the votes they
cast at town planning meetings. There are 8 of these:
In addition to the voting cards, each player is also given a card that
will indicate which type of buildings they are trying to protect - this
is kept secret until the end of the game.
The object of the game is quite simple - players are trying to build a
network of roads, rivers and walls that flatten all but their own type of
buildings. The game will end when no more pieces can be played and the
winner will be the player with the most value of building points left on
the board.
At the beginning of the game each player has an equal amount of tiles of
each size - there are lots of small pieces, but not that many of the large
'3' pieces which are a powerful weapon in the game. In each corner space of
the board, a building gang is placed (a plastic token). Two of these gangs
are wall builders, and the other two are a river and road gang.
Each turn a player will select a tile from his hand and lay it next to the
end of the current path of that type - wall, river or road. The piece can
be any of the 3 lengths but must be layed in a specific orientation. The
building gang is then moved to the end of the newly placed piece, and that
path can be continued from that new position of the building gang by any
player some time in the future.
Tiles played can be placed over the top of buildings on the board,
effectively removing them from the game and thus denying their value
to another players score (remember, you don't know who is trying to
protect what type of building, but you can start to guess as the game
progresses). As the building gangs start to move towards the centre of
the board, more and more valuable buildings come under threat and the game
play gets quite tactical.
When a tile is laid out that covers a toilet, everything stops because
building over a toilet is not something you can take lightly in this
game! The build is put to a vote, and everybody can select as many vote
cards from their hand as they please. For the build to be successful,
there has to be equal or greater yes votes that no votes (remember that
these vote cards could represent one, two or three votes themselves).
All cards are revealed simultaneously and the votes tallied. If the
yes votes beat the no votes, the tile remains on the board, otherwise
it is removed back to that players hand. All votes played that weren't
abstentions are removed from the game, so careful thought is required
as you don't want to burn your votes up too quickly.
The game will continue until no more tiles can be placed. This usually means
a path will get boxed in with no way out. Paths that end adjacent to a bridge
on a wall piece can build again on the other side of that wall piece, and this
offers a potential escape route to a path that is in danger of being boxed
in.
Once the game is over, all the players reveal their special interest card
and count up the point value of buildings that they have remaining on the
board. The highest total wins.
There is also a variant included in the game. Instead of giving each
player a building type card at the start of the game, they instead
receive two cards from a deck of ten. In this deck are the original
six building cards, plus four special mission cards. As soon as the
first route reaches a dead end, the players may then decide which of
their two missions they want to score at the end of the game. It's quite a
nice addition to the game, and will give players a bit more to play for
once their '5' and '4' buildings get squashed!
This is a light and amusing game that is easy to play with family and
friends. It will come down off the game shelf every now and again and
should prove a worthwhile addition to any collection.
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