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How to play
Take your turns in clockwise direction. The player with the biggest raccoon belly starts. During
your turn, you must choose if you want to climb and/or be mischievous OR if you want to leap and
advance with the raccoon boss. You can play as many hand cards as you want. To play them put them
face up in front of you. You must play at least 1 card each turn.
You must choose 1 house at the beginning of your turn. This is the house where you perform the
movement(s) of your card(s). You are not allowed to split the movement(s) on different houses.
You must perform all climbing cards that you play in one move as 1 total movement.
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Climb
The climbing cards make you move your raccoons upwards. The colors of the cards
match the colors of the houses you play them for - red cards for the red house, green
cards for the green house and blue cards for the blue house.
The order of fi elds is indicated by yellow arrows on the houses from bottom to top.
Climbing card with 1 arrow A : Move your raccoon up 1 fi eld.
Climbing card with 2 arrows B : Move your raccoon up 2 fi elds, if it is alone in the
lowest position at the start of your turn. This also applies when it stands in front of
the house. Otherwise, it only climbs up 1 fi eld.
Wild climbing card C : For wild climbing cards the same rules apply as for climbing
cards, with the difference, that you can use them for any house. You may play wild
climbing cards only.
Be mischievous
As cute as raccoons may look, they do not grant victory to each other!
Mischief cards D make you move an opponent‘s raccoon downwards 1 fi eld for
each arrow. Generally, you can use mischief cards for any house, but in your turn you
can play mischief cards only on the house, you have chosen previously. If you play
several mischief cards on your turn, you may split them up to move even more than
1 opponent raccoon or perform them all as 1 summarized movement for 1 single
opponent raccoon.
You may combine climbing cards and mischief cards on your turn. Note: Perform
mischief cards only AFTER you have already performed all climbing cards in this turn.
Mind the following rules for single and common fi elds.
Rules for single and common fi elds
Each house has 5 single fi elds and 1 common fi eld. Only 1 raccoon can be at a single
eld at the same time. Up to 4 raccoons can share a common fi eld. All raccoons that
are on a common fi eld must not be pushed down.
Each time a raccoon‘s movement ends on an occupied single fi eld, it pushes the
raccoon in question down 1 fi eld. If the raccoon you just pushed lands on an
occupied space too, also put the next raccoon down 1 space. This can lead to a chain
reaction. A chain reaction ends at the latest on the common fi eld or down in front
of the house.
common fi eld
single fi eld
A
B
C
D
Note: If you play several climbing cards on your turn,
move your raccoon up by the total number of arrows.
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