

Die Schule der magischen Tiere: Licht aus!
Description
After the book series of the same name (Volume 3: Licht aus!).
Four magical animals are searching their friends, the children, in a school-building. But the school janitor guarding the school-corridor with his flashlight should not see the animals, otherwise he catches them.
Are the animals able to find their friends before the school janitor reaches the end of the floor?
It is a cooperative dicegame with tactical elements.
Rules:
First: Turn one of the eventcards, which are all side by side backside up on one side of the board, around and do as it says (some times its helpful for the players, sometimes for the janitor). Then lay it, again backside up, down on the other side of the plan.(You have to draw during the game all the cards on one side of the board first, before starting again on the other side of the board.)
Second: Role the white dice. And then decide, if you want to role the blue dice also (in some exceptions you have to role the blue dice).
Dice results: colour: move the matching animal(s).
white: joker: move an animal of your choice
flashlight: one flashlight: the janitor moves
two flashlights (only possible withe
both dices): nothing will happen
If the janitor reaches a field on which an animal stands, it is caught. This animal can be freed (2 x same colour / joker or special eventcard).
As soon as a magical animal enters a doorway, you may look at the child behind it:
If child and animal are matching = with the next diced matching colour the animal moves onto the child/doorwaycard. If not = the animal will continue searching.
If all animals reaches their matching childs before the school janitor reaches the end of the floor, the players win the game.
—description from the designer