Klaus Teuber |
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Drunter und Drüber
est l'une des rares exceptions à la règle qui veut que l'humour soit absent
des jeux allemands. Alors, bien sûr c'est de l'humour allemand. Dans Drunter
und drüber, chacun démolit à tour de bras et dans la bonne humeur écoles,
musées, hotels de ville, églises et casernes de pompiers, mais il faut voter
pour détruire les seuls bâtiments d'intérêt public, les toilettes publiques.
Et pour voter, il y a des cartes ja, des cartes JAA qui valent deux ja, des cartes JAAAAA qui en valent trois, et la même
chose pour les Nein. Si vous préférez l'humour anglais, il vaut mieux aller
voir ailleurs. Sous ces allures
loufoques, drunter und drüber (par en dessus et par en dessous) cache un
redoutable jeu de bluff. Le principe initial est simple, et s'apparente à
tous jeux du type "plombier", dans lesquels les joueurs placent des
portions de tuyaux- ici des routes, des fortifications et des canaux- sur la
table en tentant de traverser la surface de jeu. Ici, cependant, le but du
jeu est différent: chacun cherche à préserver l'un des types d'immeubles de
la cité en évitant de le voir recouvert par un vilain bout de tuyau. Bien
sûr, nul ne sait qui protège quoi... Les toilettes publiques constituent des
obstacles qui doivent être contournés... à moins qu'un vote des joueurs, à l'aide
de cartes à usage unique, n'en décide autrement. Et les votes sont, toujours,
des moments de franche rigolade. Et puis, un jeu dans lequel on rase des
églises ne peut pas être vraiment mauvais. Résumé: Format: Grosse
boite Type: Jeu de
connections et de bluff Auteur: Klaus
Teuber Éditeur: Hans im
Glueck, 1994 Nombre de joueurs:
2 à 4 Durée d'une
partie: 45 minutes Vous l'aimerez si
vous aimez Rette sich wer kann
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Drunter
und Drüber is one of the very few exceptions to the golden rule of german
games: no humour, gaming is something serious. Of course, though, it's german
humour. If you prefer english one, better look somewhere else. In drunter und
drüber, players destroy and destroy and destroy again all buildings of the
beautiful town of Schilda. Well, the town for sure doesn't need that many
churches, fire stations, town halls, museums or schools. However, since
Germany is a great western democracy, a vote is requested to destroy the only
really public and social buildings, outhouses. Vote is made with cards, for
example ja, JAAA which is worth two ja, or JAAAAAA which is
worth three jas. And the same, of course, for Nein. The
zany theme makes for the fun, but the game, a mix of tactic and bluff, is
also really clever and interesting. The basic system is that of all the
"pipe" games in which plumbers are trying to go from one side of
the board to the other with connecting pipe sections. The goal, however, is
different. Ecah player tries to preserve one of the building types from being
destroyed when a new road, wall or canal goes through. Of course, noone knows
who protects what. The public toilets are obstacles that have to been
circumvented... unless the players vote otherwise. The vote, decided with one
shot vote cards, are always great fun. And a game about razing churches
cannot be really bad. Résumé: Format:
Big box Genre:
Tile laying and bluff Author: Klaus Teuber Publisher: Hans im Glueck, 1994 #
of players: 2 to 4 Playing
time: 45 minutes You'll
like it if you like Rette sich wer kann
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Drunter
& Drüber |
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Créé par Klaus Tauber 2
à 4 joueurs, à partir de 9 ans
30-40
min Disponible
en Allemand. |
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Pour se débarasser d'un chat malveillant, les habitants d'un village ont tout rasé. Mais après la reconstruction, ils ont oubliés de tracer des voies de communication. A vous de construire routes, canaux et murailles en détruisant allègrement les bâtiments de vos voisins. Un
jeu de pose des plus originaux, ou vous devez effacer de la carte les maisons
de vos adversaire sans savoir réellement qui ils sont. Encore un grand jeu de
Klaus Tauber (les Colons de Katäne)
qui a remporté le "Spiel des Yahre" 1991 Un
excellent moment de statégie et surtout de bluff, à partager avec tous. |
Drunter
und Drüber
(Above
and Below) A game by Klaus Teuber
If you
just want to know how to play the game, then you can skip this introduction and
go straight to the rules.
How the people of Schilda went about rebuilding their
town.
The
stupidity of the inhabitants of the town of Schilda is legendary. Every sort of craziness can be found within
their city walls. Once they built a
triangular Town Hall, hoping that such a remarkable building would make their
town world-famous. Once finished they
soon noticed that inside it was very dark and gloomy. So every available person was set to collecting sunshine in
buckets and baskets and then hauling it into the building. But it didn't help. Next they tried taking off the roof. This let plenty of sunshine in,
unfortunately it also allowed in plenty of rain. It was some time before one of the cleverer Schildans noticed
that they'd forgotten to build any windows.
One day a cat found it's way into Schilda. The townspeople had never seen a cat before, and they decided
that this "Mousedog", as they called must be a very dangerous beast
indeed. The cry came forth, "How
can we rid our town of this fearful creature?". The only method seemed to be to smoke it out, so they set fire to
the Town Hall where the cat was resting.
The cat quickly decided that this was no comfortable resting place, so
it sprang across to the next building.
So the Schildans set fire to that too, and to the next building, when
the cat moved on. Further and further
the cat ran, and more and more was put to flame, until the whole town was
alight.
The next
morning the townsfolk breathed easy.
Their town was free of the dreadful menace of the Mousedog, which was
sunning itself on the meadows outside the town. But when they returned to their houses all they found were soot
and ashes. What now? Some of the folk were for packing up their
few remaining possessions and moving to another town but they were halted by
the voice of the Mayor. "Stop
people!, let us build Schilda anew, Schilda can become the most famous town in
the World. We'll build many museums so
that Schilda will be known worldwide as the Town of Art." But we've got no exhibits to put into the
Museums", remarked the Shoemaker's wife acutely, "No problem"
rejoined the Mayor, "We'll build the museums without windows, then no one
will be able to see that the walls are empty."
The Publican was the first to pick up on the Mayor's
ideas, Yes, and we'll build lots of pubs, very tall and narrow, they'll be the
only pubs in the world where the drinkers can't fall over, no matter how much
they have to drink". "We've
got to have lots of schools too said the Teacher, and lets make them with tall
towers so that the pupils have the best posible view.(German pun).
We need more
triangular Town Halls", said the Smith, "We want to be a town where
the Mayor can jump around in triangles when he's happy", "We should learn from our
mistakes", said the Fire chief, " let's build lots of fire towers,
and we can put huge bellows on top of them to blow the fires out". "Let this be a town of churches"
intoned the priest in a clear voice, " And the renovation costs?",
broke in the swineherd disrespectfully, "Who's going to pay?, let`s just
put up the church towers, no one will notice that the rest of the church is
missing". Lastly the Shoemaker
spoke up, he'd always fancied the idea of being Mayor himself. " And who has thought about the needs
of the people? this must be a town which considers it's people's needs and
provides the neccesary conviniences.
Let us build toilets everywhere".
"Right", came the voice of the people, pleased that their
needs would be taken care of in their town in future, and that there would be
conveniences everywhere.
So, the
people of Schilda built their town back up. Firstly, naturally enough, the
windowless museums, then the tall, narrow pubs, the high towered schools, the
triangular town halls, the fire towers, complete with bellows mounted on the
roof, the church towers, (without churches), and huge numbers of toilets. And when they were finished they contentedly
walked around their new buildings. But
then came the previously unheard voice of the Mayor's wife. "Where are then the town walls, the
streets, and the river where we women do our washing?". I've already thought of that of course"
said her husband, in a tone which made it clear what a stupid woman he had to
deal with. But when the Schildans then
went on to build their town walls, their streets and to allow the river to flow
back through the town, then the chaos
began. Everywhere that they wanted to
build, the new buildings stood in the way.
So they had to knock many of their fine new constructions back down
again. Everything got mixed and muddled
as the walls, streets and river twisted above and below one another. And of course, each of the townsfolk tried
with all their might to preserve their particular favourite type of
building.................
GAME
RULES
Game Idea
The
people of Schilda are building a new town.
Up to now they've only completed the crazy buildings, that they think
will make their town famous. Still
missing are the town walls, streets and river.
Each
player takes on the role of one of the Schildans, and tries to preserve as many
as possible of one type of building.
Each type of building is represented five times on the board. The nearer a building is to the centre of
the board, the higher it's value.
Town
walls, streets and the river will during the course of the game, be laid onto
the board in the form of tiles. This
will cause some of the crazy buildings to be covered over. Each player tries therefore to ensure that
the five squares containing his particular type of building remain
uncovered. To help him he has the help
of other inhabitants of Schilda, which he receives in the form of a set of
cards.
Contents.
I game board. 6 Building cards. 4
Building gang figures
60 tiles with town walls streets and
rivers printed on them, divided into 12 triple tiles, 24 double tiles and 24
square tiles.
32 People of Schilda cards. 1 set of rules.
(1
additional set of cards comprising 6 building cards and 4 special cards, this
is only used in the variant game.)
Preparation.
The six
building cards are well shuffled, each player receives one , face down. They may look at it, but the card then
remains a secret until the end of the game.
The rest of the building cards are returned, face down to the box. The 32 Schildan cards are divided into 4
sets of 8, (The different designs on the backs will help here). Each player receives one set. If there are only 2 or 3 players then the
unused set(s) are returned to the box and are not used. A building gang figure is placed onto each
of the four corner squares. The streets
are laid, starting at the corner square with the coaching inn on it, the river
starts from the corner with the waterworks, and the town walls start from one
or both of the corners with the watch-towers on them.
All the
tiles are well shuffled. The players
then receive them, according to the
following table.
With 2 players, 6 triple tiles, 12
double and 12 single tiles per player.
With 3 players, 4 triple tiles, 8
double and 8 single tiles per player.
With 4
players, 3 triple tiles, 6 double and 6 single tiles per player.
The
players lay out their tiles, face up, in front of them. It's best to sort them out into wall. street
and river tiles.
Triple tiles are divided into three
parts. The start field is marked with a
soldier, a coach or a boat depending on the type of tile, in the middle is a
bridge, and at the other end is the end
filed.
Double tiles comprise just a start
field, again marked. and an end field.
Single
tiles are simultaneously start and end fields.
Once the
players have chosen a starting player, then the game can begin.
Play of the game
a) How to lay tiles and so build walls
streets and rivers.
The player whose turn it is may lay one
tile, of any size or shape, onto the board.
The tile must be laid with it's start field adjacent to a building gang
figure, and must be laid squarely onto the board so as to cover exactly 1,2 or
3 squares. The building gang is then
moved onto the end field of the newly laid tile. Now it's the turn of the player to the left. He may lay a tile by the new tile, or adjacent
to any of the other three building gang figures. It's possible that a player may be temporarily unable to lay any
of his tiles, in this case the turn passes immediately to the next player.
In this
way four separate lines of building are laid across the board. The buildings already printed on the board
may be freely built over. The toilets
however constitute obstacles, their importance is explained in section B.
The
following rules must be observed when laying tiles.(The illustrations on page 5
of the rules will help here).
1) A tile must always follow on from
another tile of the same type, ie wall must be added to wall, street to street
and river to river.
2) A tile may only be laid on the
adjacent square to a building gang figure, ie at the end of the building in
progress. At the beginning of the game
these figures stand in the corners so that the first build must be on one of
the squares adjacent to the corner squares.
3) Single tiles may be laid in any
orientation. Double and triple tiles
however must always be laid with their start field, (shown by a soldier, coach
or boat), next to the building gang figure.
No tile may be laid so as to cover part or all of another tile. Also tiles may not be laid with part of the
tile outside the edges of the board.
4) Once a tile has been laid the
building gang are moved onto the end field of the new tile. Now a further tile may be laid onto one of
the three free squares adjacent to the gang.
5) If a building gang comes to a
position where all three adjacent squares have already been covered with tiles,
then that building gang figure is removed from the board, since that particular
stretch of building may not be further added to.
6) Walls,
streets and river can be added to via a bridge, ie, if the end field with the
building gang lies next to a bridge field, then the next tile may be laid on
the other side of the bridge field, providing that that square has no tile on
it already.
B)
Covering toilets, and how to vote about it.
If a
player wishes to lay a tile which will cover a toilet square, there must first
be a vote to decide whether the people of Schilda will permit the lay. Each player puts one or more of the Schildan
cards face down in front of them. If a
player agrees that the toilet should be built over, then he should lay a Ja
(yes) card or cards. If not, then a Ne
(no) card. If he's undecided or
indifferent then he should lay the card with the question mark on it. Now all the players simultaneously turn over
their cards and the number of yes and no votes are counted.
The
number of A's or E's represent how many votes the card casts. A JAAA or NEEE counts three votes, a JAA or
NEE two and JA or NE one. The Schildan
who says JEEIIN is a joker. His vote
can be counted as two votes for or two against depending on the wish of the
player. The player need not decide
which way to vote until all the other cards have been turned over and
counted. The Schildan with the question
mark, doesn't count at all in the voting.
If there are more yes votes than no votes then the player lays the tile
in the normal way. If however the
number of no votes beats the yes votes then the player returns the tile to his
hand. His turn is now over and the next
player takes his turn.
Example. At a vote, the following votes are
played. The first player plays two
cards, JAA and JAAA. The second player
has played a NEE card, the third a NEEE card and the fourth a JEEIIN card. The fourth player decides that this card
should act as a No vote so the No's beat the yesses 7-5, the tile is returned to hand and the next
player takes his turn.
All cards
played are now collected and returned to the box. They do not come back to the players hand, ie each card may only
be used once during the game. The only
exception is the non-counting card with the question mark. This is returned to the player and may be
used as often as required.
Game End.
When no
player may lay any further tiles then the game is at an end. All players now reveal their building
card. The points are counted for each
building of that type which remains uncovered by tiles. The player with the highest point count is
the winner. In the case of two players
with an equal number of points the tie is broken by a comparison of the
Schildan cards. The player with the larger
number of votes (yes and no combined), in his hand, wins.
What happened next.
At last
the walls were finished, the streets laid and the river flowed gently through
the town. The Schildans looked proudly
at their extraordinary handiwork.
" We should have an official opening" said the Mayor, all
puffed up with pride. After all, wasn't
he the Mayor of a town that was going to be world famous. So the Shoemaker found a ribbon and a pair
of scissors, and while the Smith held one end, and the Swineherd the other, the
Mayor officiously and meaningfully cut through the ribbon and declared the town
officially finished.
The mayor was just about to start his speech when his wife softly
asked, "But my dear husband, where are we going to live?". The Smith's wife heard the question and
repeated it to her neighbour. Soon
every inhabitant of Schilda was asking, "where are we going to
live?" but no one had an answer,
eventually someone said, what they were all slowly realising to be the truth,
"We've forgotten to build any houses". So they stood around for a while, hitting themselves over the
head. No one wanted to spend their
nights in the open. But there was no
more room in the town for houses, it was completely filled with walls, streets,
rivers, toilets and crazy buildings.
And without houses it was no sort of town. And if it was no sort of town then it could never become world
famous.
So, the Schildans started once more to
pack up there possessions and move away when again the voice of the mayor rang
out. "People of Schilda! Let us
rebuild our town somewhere else, Schilda should be the most famous town in the
world! And to ensure that let us
build.........."
Most of
the Schildans followed the call of the Mayor, but some of them went off to
other towns and set up as master builders there. And if they haven't died, then they're probably still there,
maybe even in your town.
Variant.
If you've now become a true Schildan,
through playing Drunter und Druber, and you want to go on and lose what little
sense you still retain, then try this variant.
1) Use the second set of cards with the
6 building cards and the four special cards.
2) Tiles are laid as in the normal
game. There are no votes over lays on
toilets, toilets may be covered as if normal squares.
3) To start, each player is dealt,
face-down, 2 of the 10 cards. They may
examine these cards, but should keep them secret from the other players. The remaining cards are returned to the box
face down and are not used. Each player
has now got two possible victory
conditions.
4) As soon as one of the stretches of
building , either a wall, street or river, is finished, ie it may not be
further extended, then each player must decide which of the two victory
conditions to attempt. He places that
card on top of the other, still face down.
This order may not be altered after this point.
Once the
game has finished, each player turns over his chosen card. Scores are then counted and the player with
the highest number of points wins. In
case of ties, the second card of the tied player(s) is turned over, and the
points earned using that card are counted.
The winner is then the player with the highest combined score.
Special cards:
Alle 3er Gebäude - All uncovered
buildings with a value of 3 count.
Alle 4er Gebäude - All uncovered
buildings with a value of 4 count.
Von jedem Typ das Gebäude mit dem
NIEDRIGSTEN Wert. - The player counts lowest value building of each type that
remains uncovered. If all the buildings
of one type are covered then the player gets no score for that type.
Alle
stehenbliebenden Gebaude zahlen 1 PUNKT. - All uncovered buildings no matter
what type or value count as 1 point.
La logique très particulière des
habitants de Schilda est bien connue; l'histoire de la mairie à trois côtés qu'ils
construisirent pour faire parler d'eux l'est tout autant. Jugez plutôt : le
bâtiment flambant neuf était plus que sombre à l'intérieur, ce qui attristait
ses bâtisseurs. Il fallut plusieurs essais infructueux d'éclairage pour qu'un
petit malin s'aperçoive que les fenêtres avaient été oubliées. Mais ce n'est
pas tout. Il advint qu'un chat s'aventura non loin de là. Les habitants de la
petite bourgade n'en avaient encore jamais vu et partant le prirent pour une
bête dangereuse. Pour s'en débarrasser, il y eut beaucoup d'idées. La plus
intéressante et aussi celle qui fut retenue était d'enfumer le matou qui avait
élu domicile dans la mairie. Qu'à cela ne tienne, on mis le feu à la mairie.
L'animal, incommodé, s'en alla sur le toit de la maison voisine. Et les
habitants de persévérer : la ville entière ne tarda pas à être la proie des
flammes.
Au matin, le chat s'était réfugié dans les prés, où il prenait un bain de
soleil. Et Schilda n'était plus. Le bourgmestre convoqua un conseil
exceptionnel pour lancer la reconstruction. Chacun y allait de sa propre idée,
qu'il jugeait forcément plus que digne d'intérêt. De nombreuses mairies à trois
côtés furent édifiées, de même que des écoles perchées tout en haut de tours,
des musées sans fenêtres (pour ne pas voir qu'ils étaient vides), beaucoup de
toilettes publiques pour répondre aux 'besoins' des petites gens et même des
casernes de pompiers. La frénésie de construire qui s'était emparé de tout
Schilda se trouva échaudée lorsque la femme du bourgmestre, fort instruite, fit
remarquer l'absence de rues, de remparts et du fleuve qui coulait là avant.
Ajoutez à cela les querelles de clocher pour savoir où tracer les routes et
quels bâtiments seraient mis à bas : vous obtiendrez une idée assez juste de la
joyeuse foire qui régnait en ce temps-là à Schilda.
Les habitants construisent une nouvelle ville. Jusqu'à présent, seuls les
bâtiments aux allures étonnantes sont terminés, les mêmes, grâce auxquels les
citoyens de Schilda espèrent devenir célèbres. Mais il manque encore les
remparts, les rues et le fleuve.
Chaque joueur se glisse dans la peau d'un habitant et s'improvise défenseur
d'un des six types d'édifices différents. Chaque type est reproduit cinq fois
sur le plateau de jeu, plus un bâtiment est proche du centre plus il a de la
valeur.
Les remparts, les rues et le fleuve (sous forme de tuiles de carton) seront
posés au fur et à mesure sur le plateau et ceci va entraîner la disparition
d'un certain nombre de bâtiments.
Les joueurs doivent donc veiller à ce que les cinq cases de leurs bâtiments ne
soient pas recouvertes. Et pour ce faire, ils auront besoin de rallier des
partisans (sous forme de cartes) à leur cause.