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to be turned. The white dice indicates the number of squares your boat
can be moved.
Important: You must always move the lighthouse first, then move the
boat.
What appears on the yellow lighthouse die?
Two or three red arrows?
Turn the lighthouse and move the beam two or three steps in a clock-
wise direction.
Hint: you also find on the beam of the lighthouse direction marks, either
red (clockwise direction) or green (counterclockwise)
Two or three green arrows?
Turn the lighthouse and move the beam two or three steps further.
Two black arrows?
Turn the lighthouse and move the beam two or three steps further.
You decide in which direction you want to turn it.
The sleeping lighthouse guardian Luke?
You were lucky. The guardian has a little nap. The beam is not moved.
Then you move your boat according to the number of dots appearing on
the white dice.
The following applies:
•The boat can be moved only onto directly adjacent sea squares, never
on diagonally adjacent squares.
You don´t have to use up the number of dots. If you want you can
renounce on some or even all dots.
You can not move your boat into or past the beam.
You can move the boat onto an occupied square and push another
boat out of the way.
Important: The other boat should be pushed on an adjacent free sea
square, or you can swap positions with the other boat.
As soon as you push another boat away, your turn is over. Remaining
dots cannot be used up.
It is permitted to push another boat into the beam of the lighthouse.
The beam of the light-house hits a square with a boat on it:
The movement of the beam is stopped immediately; remaining lighthouse
dots cannot be used.
Luke the lighthouse keeper has discovered a smuggler.
The player whose turn it was at rolling the dice, now plays the role of the
keeper and asks the owner of the boat: “Hey, seaman!
lighthouse ...
... towards the right
... towards the left
... any direction
... no movement
move boat
don’t move boat
over beam,
push away other
boat
ENGLISH
8
Preparation
Take game board and material out of the
bottom part of the game box.
Put the game board back again into the
bottom part and insert the lighthouse in
the center of the game board.
By turning the lighthouse its beam moves.
It always moves from one white mark to
the next one. Position it at the beginning
of the game in such a way that it falls
exactly between two yellow marks and is
directed towards any one of the five
islands.
Each player takes a boat and places it on the harbor square of any island.
Put the smuggling goods with the light blue side face down on the game
board. Have a look at the illustrations and distribute the goods on the
corresponding islands. Shuffle the cards and put in a pile.
Get ready both dice.
If there are 2 players, a rock game piece is placed on the anchor square
of the game board. The rock figure blocks the passage.
The remaining rock figures are only needed for the other variations and
are temporarily put aside. The remaining boats are also put aside.
How to play
Play one-by-one in a clockwise direction. Whoever has most recently seen
a lighthouse may start. If you cannot agree, the youngest player starts.
Take one piece of the goods to be smuggled from the island where your
boat lies at the moment. Have a look at the bottom side without letting
the others see - the picture shown indicates to which island you have to
move this cargo piece. The number indicates the score value of the cargo.
Place the cargo on your boat with the light blue side face down.
Roll both dice. The yellow one determines which way the lighthouse has
assemble game
board with
lighthouse
boat in harbor,
goods on corres-
ponding islands,
get ready dice
2 players:
rock piece on anchor
square
take tile, look at
bottom side,
place on boat
roll both dice
beam
yellow mark
4 goods’ cards per island
boat
4


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