Le Défi d'Arsène Lupin
1987
Published by Ferriot Cric
Try to find Ars ne Lupin and try to stop him before he finds the blue diamond. Each player tries to find his 5 objects before accusing Ars ne Lupin. The player who plays Ars ne Lupin tries to find 4 objects, the blue diamond and escape before it happen. At the beginning, r le between Ars ne Lupin and clients is drawn and stays hidden until the end. 60 hidden objects are place in the h tel. The mechanism is very simple, a player throws a dice on each turn and moves in the H tel. If his move ends on an object, he look if he belongs, and then take it back in his bedroom. When a player recovers 5 objects, he can accuse Ars ne Lupin, if this player is Ars ne Lupin, he leaves the h tel.
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