Breakout AG

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Breakout AG
Game data
author Hajo stooping
graphic Heinz-Peter Fothen
publishing company Job for new games ,
Ravensburger Spieleverlag
Publishing year 1985, 1988
Art Board game
Teammates 2 to 6
Duration 20 minutes
Age from 10 years on

Awards

Essen spring 1988

Ausbrucher AG , originally chain betting , is a board game by the German game designer Hajo Bücken from 1988. The game for two to six players, ages ten and up, lasts around 20 minutes per game. It is a racing and betting game in which the players have to guess the chances of a breakaway group when they reach the escape boats and then design the race themselves with the dice.

The game was first published in 1985 by the small publishing house Arbeitsstelle für neue Spiele under the name Kettenwetten and was then included in the Ravensburger Spieleverlags program as a breakout AG . In 1998, the game was picked up again and published with a slightly different topic under the name dawdling at Simba Toys . In the year it was published, it was won by Essen Spring for the best game manual of the year.

Theme and equipment

The aim of the game is to create the race of a group of escapes in the prison of the fictional island "Monte Ganovo" as they escape to the escape boats. The players bet on the order of arrival in the boats and influence the race themselves via their dice rolls. The winner is the player who has submitted the most correct betting tips in the end.

In addition to the instructions, the contents of the game box consist of:

  • a three-part game plan that is put together before the game begins
  • seven game pieces in different colors
  • seven colored dice according to the color of the game pieces
  • a white special cube

In addition to this game material, each player needs a piece of paper and a pen to write down the typed order.

Style of play

At the beginning of the game, the game board is put together from the three parts and the game pieces with the escape faces are placed on the cell windows. The colored dice and the white special dice are laid out. Then each player takes a piece of paper and notes his tip for the order of the escape boats in the escape boats at the end of the game. The tip is kept secret until the end of the game.

After the tips have been given and hidden, a player begins to roll the dice as the starting player. He chooses three colored dice and throws them, then he moves the corresponding pawns forwards according to the number of dice, he can choose the order himself. Pieces can skip other pieces and end their turn on the same space. If the move ends on a field on which there is already a token, the new one is placed on the one that is already lying and blocks it (“walling in”). The latter can only be moved further when there is no other stone on it. When the first player has made his move, the next player starts in clockwise order. As soon as all players have drawn once, the white special dice is added from the second round, which can optionally be chosen as an additional, fourth, dice and whose number can be used to reset any game piece. However, no stone may be chosen that has moved forward in the same move.

As soon as a token reaches the end of the escape route and is pulled beyond it, it is placed in the foremost free boat. There is space for two escape routes in boats 1, 2 and 3 and one for one in boat 4. As soon as the first two game pieces are in the boat, you can only roll two dice and the special dice. If there are already four game pieces in the boats, players may only ever use two color dice or one color dice and the special dice. If one of the last two tokens is set back to the starting field by the special cube, it is automatically considered the last one at the finish and is placed in boat 4, the other token is placed in boat 3.

When all escapees are in the boats, the game is over. The positions in the boats are compared with the tips of the players and earn points in the value according to the boat number. The player with the most points in the final scoring wins the game.

Version for advanced users

In the advanced version, the path is shortened from the original 32 to 26 fields, making the race faster.

Expenses and reception

The game Ausbrucher AG was developed in 1985 by Hajo Bücken and published in his own game publishing house for new games under the name chain betting . Bücken did not use a game board for the game, but rather twelve route maps. In 1988, Ravensburger Spieleverlags added the game to its program as a breakout company and brought it onto the market. In the year of its appearance, the Essener Feder won it for the best game manual of the year, and in the same year Ravensburger also published the game in Swedish, Dutch, Finnish, French and Italian.

In his 1996 book Bluff Games , Hajo Bücken described the game again under the name chain bets with a path of 30 fields. In 1998 the game was picked up again and published as a children's game at Simba Toys under the name dawdling . The game mechanics have been retained, but thematically it is about school children who have to reach their class and thus their school desks.

supporting documents

  1. a b c d e game instructions Ausbrucher AG
  2. Versions of Ausbrucher AG in the board game database BoardGameGeek (English); Retrieved June 17, 2017.
  3. Hajo Bücken: Tricks flawlessly: Chain bets. In: Hajo Bücken: Bluff Games. Heinrich Hugendubel Verlag, Munich 1996; Pp. 70-72. ISBN 3-88034-863-4 .
  4. dawdling in the board game database BoardGameGeek (English); Retrieved June 17, 2017.

Web links