phone (+39) 320 073 4588
email CONTACT US VIA EMAIL
Promo Banner Promo Banner
Main Pic
add-wishlist
add-collection
add-alert
4.2
BGG Vote: BGG Stats
LANGUAGE-IT LANGUAGE-UK LANGUAGE-DE LANGUAGE-FR
2-4
25'
5
No necessary in-game text

Murmel Fiff

A board game by Kathi Kappler Johann Rüttinger
Publisher: Drei Magier Spiele
utrade Do you want to sell your copy of this game?
utradestar
Use our marketplace utrade!
Murmel Fiff
The item is not available, you can use the alert to be notified when it will be back in stock.
add-alert
Description Description

Taken directly from the translated rules "Murmel Fiff" is the name of the friendly marmot, who organizes a fun apple harvest with its friends: On the marmot hill stands a strange apple tree, whose bright glowing fruits have different colors-exactly like the marmots. Each one especially loves the apples of its color and wants to add these four to the stock in its own hole. (I love this bit) Whoever will manage it the first? Whoever gathers diligently at the beginning; and in the second phase, with the luck of the dice and foresight, gives away apples, pinches them and brings them back to safety, which influences the exciting race. In any case you have only won, if the marmot has all four of its own apples-and only those-in its own hole and then also places itself in it! Ages 5 and up.

Additional information Additional information
Mechanics: Pick-up and Deliver Roll and Move
Categories: Animals Educational Racing Transportation
Alternative names:
In 1 wishlist This was seen 4911 times
Description Description

Taken directly from the translated rules "Murmel Fiff" is the name of the friendly marmot, who organizes a fun apple harvest with its friends: On the marmot hill stands a strange apple tree, whose bright glowing fruits have different colors-exactly like the marmots. Each one especially loves the apples of its color and wants to add these four to the stock in its own hole. (I love this bit) Whoever will manage it the first? Whoever gathers diligently at the beginning; and in the second phase, with the luck of the dice and foresight, gives away apples, pinches them and brings them back to safety, which influences the exciting race. In any case you have only won, if the marmot has all four of its own apples-and only those-in its own hole and then also places itself in it! Ages 5 and up.

Additional information Additional information
Mechanics: Pick-up and Deliver Roll and Move
Categories: Animals Educational Racing Transportation
Alternative names:
In 1 wishlist This was seen 4911 times