Hello boys ...
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Whether you a Merry Christmas!
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Lo scopo del gioco, è di far procedere i propri segnalini dalla casabase fino alla propria base di arrivo, procedendo lungo un percorso fatto di caselle in senso orario, in ragione dei punti ottenuti lanciando un dado. La peculiarità del gioco, dalla quale nasce il nome, è quella di poter "mangiare" un segnalino avversario, per costringere il giocatore a ricominciare, provocando in genere una reazione innervosita. Il gioco si compone di una base fatta di cartone, nei cui angoli si trovano le 4 casebasi di diverso colore (6 girando la base), 4 segnalini per giocatore dello stesso colore della casabase e un dado , numerato da 1 a 6.
After placing markers on their casebasi you can start: A player at a time, roll the die clockwise. To start the course we get a 6, this gives the right and obligation to place a marker on its starting square, located on the right and the same color. 6 also gives the right to re-launch of the nut, which will result in moving the marker along the route clockwise. If you have multiple tokens in the game you can use the 6 to move one and the next launch to move another. You can not break down the results of a single launch. If you rolled the dice you get 6 and you still have tokens in casabase, you must place on a square one, even if proceeding with another one could "eat" an opponent. Apart from this exception, when you get a score that allows one of our counters to eat another one (coming on the same box), you are obliged to do so, even if it would support moves another. If a player does not observe this rule, for distraction, the opponents may decide which of the counters should return to casabase, excluding those already on the basis of arrival. A player wins when the first four places the markers on the basis of arrival, hitting the right points with the dice to move them in order.