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Tschakka Lakka: Die rasante Würfeljagd nach dem Tempelschatz thumbnail

Tschakka Lakka: Die rasante Würfeljagd nach dem Tempelschatz

Tschakka Lakka: Die rasante Würfeljagd nach dem Tempelschatz Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Components
  • Game Setup
  • How to Play
    • 1. Move Raccoon Jones
    • 2. Roll and Place Dice
      • a) Rolling
      • b) Set Skulls Aside
      • c) Place Dice
      • d) Continue or Stop
    • 3. Collect Treasures and Gems
  • End of the Game
  • Scoring

Game Objective

You roll and place the dice that match the colours of the treasures on the treasure chambers. In this way you gradually collect treasures and gems, which bring you victory points. If you cannot place any dice, or if you roll too many skulls, you come away empty-handed. At the end there are also victory points for majority in each treasure colour. Whoever has the most victory points wins.

Components

  • 4 temple parts
  • 1 starting player marker
  • 1 Raccoon Jones figure
  • 12 gems
  • 7 dice
  • 60 treasures (15 each in blue, yellow, green and red)
  • 59 victory point markers (1s, 3s, 5s and 10s)

Game Setup

Before the first game, carefully punch the 60 markers out of the temple parts. Then assemble the 4 temple parts as shown into one large game board and place it in the middle of the table. This is Tschakka Lakka's temple. Next, take the 60 treasures and distribute them randomly across the treasure chambers.

The quick way to do this: place all the treasures in the middle of the temple. Then spread them throughout the whole temple with circular movements of your flat hand. Finally, shake the temple a little and place a few stubborn treasures by hand, and you are done.

Note: There should be a maximum of 2 treasures of the same colour next to each other!

For the end of the game, place the 59 victory point markers next to the game board. Place the 12 gems on their matching gem symbols (that is, the 4 pink ones on the gem symbols in the middle and the 8 yellow ones on the outside). The oldest player is the starting player, receives the starting player marker, and takes the 7 dice and Raccoon Jones.

How to Play

Whoever is on turn performs one complete turn:

  1. Move Raccoon Jones
  2. Roll and place dice
  3. Collect treasures and gems

1. Move Raccoon Jones

At the start of your turn, place Raccoon Jones either:

  • on a temple entrance, OR
  • in an empty treasure chamber (place him in the now-empty recess), OR
  • leave him in his current treasure chamber.

Note: At the start of the game only the four temple entrances are free!

Note: After moving, Raccoon Jones must be horizontally or vertically (not diagonally) adjacent to a filled treasure chamber.

Illustration caption: A and B are correct: A stands on a temple entrance, B in an empty treasure chamber. Both are adjacent to filled treasure chambers. C and D are wrong: the treasure chamber of C is not free, and D stands outside the temple.

2. Roll and Place Dice

a) Rolling

Take all available dice and roll them. At the start of your turn this is all 7 dice. Make sure you roll them next to the game board and not into the game board!

b) Set Skulls Aside

Set all rolled skulls aside. Skulls stand for temple traps and may not be rolled again!

c) Place Dice

Place 1 or more dice directly on exactly 1 treasure chamber within your reach.

A treasure chamber is within your reach ...

  • if it is horizontally or vertically adjacent to Raccoon Jones, OR
  • if it is horizontally or vertically adjacent to a treasure chamber that contains a treasure Tschakka Lakka has already released.

Note: Even if you have rolled matching dice for several treasure chambers, you may place dice on only 1 treasure chamber!

When you place dice, they must be the same colour as the treasure in that treasure chamber. By placing dice you mark the treasures you want to collect at the end of your turn. Every dice you set down stands for a small offering.

Only if you have set down enough matching dice at a treasure chamber does Tschakka Lakka release the treasure. The number of dice needed depends on the size of the treasure:

  • small treasure – 1 dice of the same colour
  • medium treasure – 2 dice of the same colour
  • large treasure – 3 dice of the same colour

You may place fewer dice than needed on a medium or large treasure. However, Tschakka Lakka then has not yet released that treasure. You must roll again to possibly take it at the end of your turn.

Also, you may not place more dice on a treasure chamber than are needed for one treasure!

Note: The raccoon symbol is a joker. If you have rolled the raccoon, it gives you Raccoon Jones's helping paw. You may use a raccoon as a joker for any colour.

Note: If you have not placed dice on a treasure chamber with enough matching dice, Tschakka Lakka does not release the treasure.

d) Continue or Stop

After you have placed at least 1 die, you must decide whether to continue or to stop.

If you decide to continue, carry out steps a to d again. If Tschakka Lakka has already released one or more treasures this turn, further treasures now come within your reach.

Note: Skulls rolled earlier, and dice you have already placed on treasure chambers this turn, are no longer available to you. In addition, you may not move Raccoon Jones again.

Note: You must place at least 1 die after every roll. If you cannot place a die, Tschakka Lakka is really angry! You leave all treasures where they are and retreat to safety. Your turn ends immediately! You collect no treasures and no gems this round. Take all 7 dice, including those already placed, and give them to your left-hand neighbour. Now it is his turn, and he begins with step 1: "Move Raccoon Jones".

Illustrated examples:

  • You rolled 2 skulls, 1 yellow, 3 red and 1 blue. You set the skulls aside and place the blue die on the upper treasure chamber (medium blue treasure). Tschakka Lakka does not release this treasure yet, because two blue dice are needed. If you want this treasure, you must roll again.
  • You roll again: 2 green, yellow and blue. You place green on the left treasure chamber (small green treasure). Tschaka Lakka is satisfied and releases this treasure. (The German original prints "Tschaka" here; this is a typo for "Tschakka" and is rendered as printed.) If you decide to continue, the treasures of the green-marked treasure chambers are now also within your reach. Of course you may still keep rolling for the blue treasure above Raccoon Jones. If you now decide to stop, you may collect only the small green treasure.

Illustrative board diagram: The treasures in the green-marked treasure chambers are within reach of Raccoon Jones; the treasure in the red-marked treasure chamber is not.

3. Collect Treasures and Gems

If you decide to stop, you may take all the treasures that Tschakka Lakka has released during your turn.

Once a treasure chamber around a gem has been emptied, you may also take that gem. Tschakka Lakka gives it to you!

Then your turn ends. Give all 7 dice to your left-hand neighbour. Now it is his turn, and he begins with step 1: "Move Raccoon Jones".

Illustrative diagram: the four temple entrances, with the gem in the middle of the temple.

End of the Game

If, at the end of a turn, only 3 or fewer gems remain in the temple, the current round is played to its end, until the player with the starting player marker would be on turn again. Then scoring follows. This way every player has taken the same number of turns.

Scoring

Now the scoring is carried out and every player receives victory point markers:

  • for each small treasure there is 1 victory point
  • for each medium treasure there are 2 victory points
  • for each large treasure there are 3 victory points
  • for each yellow gem there are 2 victory points
  • for each pink gem there are 3 victory points

There are also victory points for majority in each treasure colour. To do this, each player stacks their treasures by colour into towers. Then compare your towers of the same colour:

  • The highest tower of a colour is worth 5 victory points. If there are several highest towers in a colour, each of them is worth 3 victory points. The second-highest towers then get nothing!
  • The second-highest tower of a colour is worth 3 victory points. If there are several second-highest towers in a colour, each of them is worth 2 victory points.
  • Note: In a two-player game, victory points are awarded only for the highest tower!

Whoever has the most victory points is Tschakka Lakka's favourite and wins. If several players have the same number of points, there are several winners.