SIMPLE and QUICK rules to learn.




The game is brand new! Congratulations, it's time to open it and discover what's inside!
The game is ready, all you have to do is set it up.
Note: You can throw the outer frame in the recycling bin.
Breton Woman
Norman Man
Breton Man
Norman Woman
and the pawns on the designated spaces:β’ Mont Saint-Michel in the center of the board.
β’ The 4 Sheep on the sides in the middle.
β’ The 2 Normans and 2 Bretons in the corners.

It is preferable to hide your Tiles from other players so as not to show your hand.
You're ready to play!
The person who most recently went to Mont Saint-Michel starts.
Alternative: everyone rolls the die, the highest number starts.
Turns are played clockwise, alternating between Breton and Norman.
π With 2 players, play with 1 Breton and 1 Norman.
In advanced version, play with 2 pawns each.
π With 3 players, everyone plays for themselves.
π With 4 players, play in teams: 2 Bretons against 2 Normans.
As a variant, everyone for themselves. Watch out for alliances & betrayals!
Reach Mont Saint-Michel before everyone else by building your path tile after tile!
Mont Saint-Michel is accessible via 4 entrances,
but only one entrance will make you win the game!
To discover the right one, visit the sheep.
Each sheep represents the entrance facing it: North, West, South and East.
When a player lands exactly on a Sheep tile, they secretly flip the sheep to discover which entrance is opposite:
Right entrance!
Wrong entrance!
When a player reaches Mont Saint-Michel exactly, flip the sheep facing the entrance to check if it's the right one:
Green sheep > Victory!!!
Red sheep > Back to start and the player skips a turn.
π In team mode, victory is collective:
If a member of the Breton or Norman team manages to enter through the right entrance, the entire team wins the game!
On their turn, a player chooses 1 action among the following 2:
The player places a tile following the placement rules.
If the die shows a number:
The player moves their pawn by the exact number in the direction of their choice. They cannot change direction unless the path is blocked. Then the player bounces back and reverses direction. See examples and movement rules.
If the die shows a symbol:
QUICKSAND
The player got stuck, they skip their turn.
π In 1 vs 1, the opposing player plays twice in a row.
WAVE
The tide has changed the landscape. The player moves any unoccupied Path tile following the placement rules.
Then, the player draws a tile to always have 5 tiles in hand.
If a player lands exactly on a Menhirs tile,
they are obligatorily teleported to another Menhirs tile of their choice present on the board.
If there is no other Menhirs tile on the board, the player stays in place.
No, a tile must have a common edge with another tile on the board.
It is forbidden to completely block a path. It must always be possible to place a tile to continue a path.
No, the board edges are considered grass. Therefore, you cannot place a tile whose path goes towards the edge.
Yes, it is possible to go directly to Mont Saint-Michel without passing by the sheep, but it's at your own risk! If it's the wrong entrance, you return to your starting point and skip your next turn.
Yes, there are 3 "Menhirs" tiles that are a secret passage. The "Menhirs" tile is represented by 5 menhirs in a circle with a black hole in the center. Other tiles with menhirs on the sides have no effect.
They are decorative drawings that are little nods. They have no special effect on the tiles.
When the tide passes, you can move any unoccupied tile (with no pawn or sheep on it). It doesn't matter if by moving a tile, other tiles are left without an adjacent tile. Note that you can move Menhirs tiles. In any case, to replace, you must follow the Placement rules.
No
It has no effect.
Yes, you must have exactly the right number. For example, you cannot look behind a sheep if you haven't landed exactly on the Sheep space.
To contact us:
editions.kapoupa+bon@gmail.com