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Lass die Kirche im Dorf!

Lass die Kirche im Dorf!

2016·Dieter Stein

2 players
15 - 30 min
Medium weight: Teach it in one sitting

From BoardGameGeek

The challenge of Lass die Kirche im Dorf! is to complete your town before the other player does. Don't hesitate to call on the clergyman for help as needed! To set up on the 7x7 game board, place the clergyman in the central space, then each player places the church steeple and nave of their color in opposite corners of the board, with the ridge of the roof pointed in the direction of their choice. Players then take turns placing their seven houses on the game board; each house must be placed in an empty space that's not orthogonally adjacent to any of your other pieces. On a turn, move one of your pieces in a straight line in the direction of the roof ridge as many spaces as you wish. You cannot cross over occupied spaces. To end the move, rotate the piece 90º. Alternatively, you can call on the clergyman for help. If a piece's movement is blocked on both sides, whether by the edge of the board or other pieces, you can swap the locations of this piece and the clergyman; to end your turn, rotate the piece 90º. To win, you must have all of your pieces connected orthogonally; additionally, your steeple must be orthogonally adjacent to your nave. Finally, neither the steeple nor the nave can stand on a perimeter space on the game board. As soon as your pieces have met all of these conditions, you win.

Lass die Kirche im Dorf!

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Build your town in Lass die Kirche im DorfHow to play5:40

Build your town in Lass die Kirche im Dorf

Riffle Shuffle & Roll

Riffle Shuffle & Roll

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About Lass die Kirche im Dorf!

From BoardGameGeek:

The challenge of Lass die Kirche im Dorf! is to complete your town before the other player does. Don't hesitate to call on the clergyman for help as needed! To set up on the 7x7 game board, place the clergyman in the central space, then each player places the church steeple and nave of their color in opposite corners of the board, with the ridge of the roof pointed in the direction of their choice. Players then take turns placing their seven houses on the game board; each house must be placed in an empty space that's not orthogonally adjacent to any of your other pieces. On a turn, move one of your pieces in a straight line in the direction of the roof ridge as many spaces as you wish. You cannot cross over occupied spaces. To end the move, rotate the piece 90º. Alternatively, you can call on the clergyman for help. If a piece's movement is blocked on both sides, whether by the edge of the board or other pieces, you can swap the locations of this piece and the clergyman; to end your turn, rotate the piece 90º. To win, you must have all of your pieces connected orthogonally; additionally, your steeple must be orthogonally adjacent to your nave. Finally, neither the steeple nor the nave can stand on a perimeter space on the game board. As soon as your pieces have met all of these conditions, you win.

Designer

Dieter Stein

Publisher

Gerhards Spiel und Design

Categories

Abstract StrategyCity Building

Mechanics

Grid Movement
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