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Tintin Et Le Piège Du Totem Dhor box art
1993 Ranked #21,051

Tintin Et Le Piège Du Totem Dhor

An investigation race has players identify real totems, collect them, and pursue a final gold treasure. Each discovery demands memorization and can become a trap, while conflicts with a gangster cost precious research points.

Adventure Comic Book / Strip Pattern Recognition Roll / Spin and Move

Players

2-4

Play time

Not listed

Age

7+

Complexity

1.67/5

Rating

5.64

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Vanished! Stolen!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Vanished! Stolen! ... The eight ebony totems and the prestigious gold totem, vestiges of an ancient civilization, were stolen by Rastapopoulos from the ethnographic museum. Tintin and his companions set out at once to recover them. But the stolen copies of the totems are spread out around the world and confuse the tracks of the investigators. Only a "magic key" will make it possible to find the treasures of the museum. Of the 20 ebony totems, 12 are real! Only the magic key will reveal them to you... collect as many of the Totems as possible, but avoid conflicts with Rastapopoulos the gangster. Character cards direct you in your investigation or help you to thwart the schemes of your adversaries. Brought into play at the end of the game, the gold totem must still be recovered for victory. translated (badly) from rulebook and entry from "Club de Stratégie de Moissy-Cramayel Translated from the Dutch box: A breathtaking game full of adventures with Tin Tin and his friends. Face Rastapopoulos in a duel and win the mysterious Totem Dhor. But beware! 12 of the 20 Totems are traps! Only the magical cassette can point you in the right direction. Gameplay information: Every square on the board represents one of Tintin's adventures and contains a black totem pole. You have to use a magnet to learn if the totem is a good one or a trap. If the totem moves away from the magnet, it is a trap. If it pulls towards you it is one of the 8 good ones. Players check the totems individually and place it on the middle of the appropriate adventure square. This means the nature of this totem is known to one of the players. He must memorize all the totems he checked. In the second part (when all totems are known by one or more players), when a player starts an the adventure players have to tell the other players what status the totem has, if he is right he gets the totem. If he gets it wrong he loses a research point. When all 8 good totems are found the golden Rastapopoulos totem is placed for the final adventure. When players cross Rastapopoulos himself they have to fight him (by a throw of the dice). When a player loses all his points he has to start at the beginning of the board and receives 4 new points to re-enter the race until the golden totem is reached.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
60 min
Age
7+
Complexity
1.7/5
Credits and catalog connections

Credits

Designers

1
Dominique Tellier

Artists

1
Hergé

Publishers

1
Nathan

Linked items

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