Hanno Girke   Uwe Rosenberg
High Bohn
Bean duel at high noon
Note:
Only playable
with Bohnanza
or Al Cabohne
High Bohn
Bean duel at high noon
This expansion contains two game variants and a new type of bean, the Cognacbohne. With High Bohn the bean-traders can invest in a western town from the yields of their harvests (only for Bohnanza).
Prohibohn takes you into the time of Al Cabohne.  You can put different establishments here, built from your harvest yields, under your conscientious protection (only for Al Cabohne).
Players Playtime Ages
2-5 60 min 12+
Contents:
36 High Bohn cards
24 Prohibohn cards
22 Cognacbohnen
12 Overview cards
1 Game manual
Authors:
Hanno Girke & Uwe Rosenberg
Artwork:
Björn Pertoft
© AMIGO
Spiel + Freizeit GmbH
D-63128 Dietzenbach
MMI
www.amigo-spiele.de
High Bohn
Bean duel at high noon!
Players: 3 - 5 people Contents:
Ages: From 12 years 36 Building cards
Duration: Approx. 45 minutes 22 Cognacbohnen
Author: Hanno Girke 5 Overview cards
Game Concept
In this Bohnanza variant the bean-traders, with their harvest earnings, invest around the Ranch Bohnderosa in buildings of the western town, Virginia City.  The buildings give the traders advantages in the bean trade.  Additionally, at the end of the game, the largest landowner is given bonus dollars.  Through the building cards, and through the variant with the new bean type, Cognacbohne, more variety and tactics come into the game.  The player with the most dollars wins.  The dollars of cash assets, the bonus dollars, and the dollars invested in buildings are included.
Note: High Bohn is only playable with the Bohnanza base game.  For anything not described differently in these rules, the rules of the basic game apply.
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Game Preparation
For High Bohn, all the bean types and the "3. Bohnenfeld" cards from the Bohnanza base game are necessary.  The building cards for those bean types come into the game from this expansion.  The Cognacbohnen cards and the four Distillery building cards remain in the game box.  They are for the Cognac Variant (see page 11). 
overview card
Overview card
The game preparation is identical to that of the Bohnanza base game.  The building cards are sorted according to type and purchase price, and put aside within reach.  Each player receives an overview card.
The Building Cards
It is intended that for each bean type, there is a building that belongs to it.  For example, the Saloon belongs to the Brechbohne; or the Bank to the Augenbohne.  For each building type, there are four cards, one for each purchase price of one, two, three, and four dollars.  The higher the purchase price, the better the characteristic of the building is.
Note: The dollars invested in buildings are not lost.  The purchase price of the building is added at the end of the game to the total profit of the player.
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Legend for building cards:
(Example building card "4 Bank")
Bean type building card Building name
Explanation of the characteristic Bean with building
Characteristic symbol Purchase price of the building
The Purchase of Building Cards
Each building card can only be bought with dollars of certain bean types.  For example, the four Saloons must be paid for with dollars on whose other side a Brechbohne is shown; or the four Banks must be paid for with dollars on whose other side an Augenbohne is shown.  Note: In contrast to the Bohnanza base game, from which bean harvests the bean dollar originates is thus important!
The purchase price of a building is represented by the golden dollar stack on each card.  Thus the 3 Saloon costs three bean dollars from three Brechbohnen; or the 1 Bank, one bean doller from one Augenbohne.
Each player may buy each building type only once.  Thus, for example, only one Saloon, or also only one Bank.  A player may buy, however, several building cards at one time.  Which card of a building type is bought first is insignificant.  The purchase price of the building does not represent an order.
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Basically, each player can buy buildings at any time, even if it is not his turn.  If, however, several players wish to buy building cards at the same time, apply the following order:  The current player may buy first.  Afterward, the other players, in clockwise order, may buy.  If the current player would not like to buy a building card, nevertheless, the sequence begins with him.
Bean dollars with which a building is bought are put on the discard pile.  The characteristic of a purchased building can apply to the owner immediately!
Game Flow with Building Cards
The game turn of the current player consists, as in the Bohnanza base game, of the following four phases.
Phase 1: Plant bean card(s)
Phase 2: Uncover and trade beans
Phase 3: Plant traded bean cards
Phase 4: Draw new bean cards
The flow of the game phases can be altered by the characteristics that are described on the building cards.  These characteristics partially nullify rules from the Bohnanza base game.  This applies, however, only to the player who bought the appropriate building card.
The 1 building card does not have a special characteristic for the game flow.  Nevertheless, the possession of a 1 building can become important in the game.  Like every other
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building card, this card also helps the owner to get bonus dollars (see Game End).
In the course of the game, depending upon the number of players, building cards are removed from the game.  Which building cards are removed from the game, the following process decides:
With three players: Once two players have bought one building each of the same type — for example, the 2 and the 4 Farm — then the remaining two buildings, in this case, the other two Farms, are immediately completely removed from the game.  The third player can thus no longer buy a Farm.
With four players: Once three players have bought one building each of the same type — for example, the 1, 3, and 4 Bank — then the fourth building, in this case, the 2 Bank, is immediately completely removed from the game.  The fourth player can thus no longer buy a Bank.
With five players: Only with five players are no building cards taken from the game.  If a player bought for example the 3 Saloon, only the 1, 2, and 4 Saloon remain for the other four players.  One player will not be able to buy a Saloon.
The Buildings
The 2, 3, and 4 buildings enable more play options according to special rules.  These rules are described on the cards.  Further information about the individual buildings follows.
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Goldmines Gartenbohnen —> Goldmine
The owner of the 2 Goldmine pays only one bean dollar for a "3. Bohnenfeld".  For the owner of the 3 Goldmine, the bean-o-meter illustrated on the card applies for Gartenbohnen.  Additionally, he may always harvest individual Gartenbohnen on his fields.  This characteristic applies, however, only to Gartenbohnen.
The 4 Goldmine is an additional bean field.  If the owner buys a "3. Bohnenfeld" card, he will have four bean fields.
Indian Teepees Rote Bohnen —> Indian Teepee
At the end of the game, the owner earns (depending on the teepee) for every eighth, sixth, or fifth bean dollar in his cash assets, a card from the discard pile, which is applied as a dollar to his cash assets.
Banks Augenbohnen —> Bank
The characteristics of the Banks must be executed directly before the turn, or when drawing.  Whoever misses the correct point in time may not utilize these characteristics.
Farms Sojabohnen —> Farm
The characteristic of the 2 Farm applies only if one or more Sojabohnen are put on a bean field on which another bean type is already situated.  If a soy bean is the first card on a field, the 2 Farm cannot be applied. 
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With bean stew (see also 3 and 4 Saloon) the characteristic of the 2 Farm is also not applicable.
The owner of the 3 Farm may play one additional bean card from his hand.  Therefore, he may play two or three bean cards.
By the characteristic of the 4 Farm the owner may always receive up to five, instead of four, bean dollars.  The 4 Farm is quite combinable with the characteristics of other buildings, above all with the 3 Saloon, the 4 Saloon, and the 3 Jail.  Anyone who possesses, for example, the 4 Farm and the 3 Jail can get five bean dollars when harvesting eight Blauen Bohnen.
Saloons Brechbohnen —> Saloon
The 2 Saloon is not considered as a "3. Bohnenfeld".  The owner must note that, nevertheless, he may not also harvest an individual Brechbohne from the 2 Saloon if he has a regular field, on which several beans are situated.  The opposite also applies,
bean stew
Example of bean stew
that he may not harvest from the regular bean fields, if on each of them one bean sits and on the 2 Saloon there are more than one Brechbohne.
The owners of the 3 and the 4 Saloons may plant on their fields in such a way that each bean type occurs only once.  This cultivation is called bean stew.
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With the harvest of a bean stew, the bean-o-meter on the 3 or 4 Saloon applies.  No buildings may be bought with the bean dollars a player receives from a bean stew.  Therefore, these dollars are put under the Saloon until the end of the game, but added at the conclusion to the player's cash asset, during the final tally (see also Indian Teepee).  Whoever buys the 3 or 4 Saloon may apply their characteristics immediately to a regular bean field, on which there is already a bean.
General Stores Saubohnen —> General Store
The owners may place one, two, or three beans on the respective General Store.  The General Store becomes, thereby, the temporary storage facility for bean cards which are played from the hand in Phase 1, for beans which are turned up in Phase 2 from the game deck, and for beans received in Phase 3 from the trading and giving, that the player would not, however, like to plant.  These beans may be used for trading with and giving to other players.  They may neither, however, be put from the General Store onto the player's own fields, nor even on other General Store cards.
Blacksmiths Feuerbohnen —> Blacksmith
The 2 Blacksmith is not considered as a "3. Bohnenfeld".  The owner must also note that, nevertheless, he may not harvest
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an individual fire bean from the 2 Blacksmith if he has a regular field on which several beans are situated.  The opposite also applies, that he may not harvest from the regular bean fields if on each of them one bean sits and on the 2 Blacksmith there are more than one Feuerbohne.  For anyone who acquires the 2 Blacksmith, and already has Feuerbohnen on a regular bean field, the characteristic of the 2 Blacksmith only applies once the beans on the regular field are harvested.
For the owner of the 3 Blacksmith, the new bean-o-meter for Feuerbohnen, illustrated on that building card, applies.
The owner of the 4 Blacksmith may always harvest fields with one bean.
Jails Blaue Bohnen —> Jail
For the owners of the 2 and the 3 Jail, the new bean-o-meter for Blaue Bohnen, illustrated on the appropriate building card, applies.  The owner of the 4 Jail must make certain that with all the sales of Blauen Bohnen (even his own) in which at least a dollar is earned, he takes his money, as well.  He may still take the bonus money even if a field with Blauen Bohnen is only harvested at the end of the game.
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Game End
With three and four players, the game is terminated if the game deck is used up for the third time.  With five players, the draw deck must be played through four times.  Even now, building cards may still be bought.  The buying of buildings begins with the player who had the last turn in the game.  Thereafter, in turn, in clockwise direction, his fellow players may also still buy buildings.  Only when no more players want to buy buildings does the final tally start.
Each player now adds his earned dollars and the purchase prices of his buildings.  If a player possesses four or more buildings, then bonus dollars for the buildings still need to be added.
For 4 buildings = 1 bonus dollar
For 5 buildings = 2 bonus dollars
For 6 buildings = 3 bonus dollars
For 7 buildings = 5 bonus dollars
For 8 buildings = 8 bonus dollars
The player with the highest dollar sum wins.
Example: A player has a cash asset of six dollars.  He possesses the following buildings: the 2 Saloon, the 2 Blacksmith, the 4 Jail, the 3 Goldmine, the 4 Indian Teepee, and the 4 Farm.  All the buildings together have a value of 19 dollars.  The 4 Indian Teepee brings an additional dollar to the player for the fifth dollar of the cash asset.  Since he also possesses six buildings, he receives an additional three bonus dollars.
These together make a total gain of (6+19+1+3) 29 bean dollars.
Cognac Variant
Cognac Bean With this variant, the Cognacbohnen and their building type, the Distillery, become necessary.  There are then nine bean types and nine building types in the game.  Nothing in the High Bohn rules changes other than the special characteristics of the Distillery.
Distilleries Cognacbohnen —> Distillery
The characteristic of the 2 Distillery must be executed directly after its purchase.  The player who harvests and sells a bean stew, earns a dollar less, if the owner of the 3 Distillery requires of him a dollar.  It is up to the owner of the 3 Distillery which of the player's dollars is given to him.  The owner of the 3 Distillery even takes a dollar if a bean stew is harvested only at the end of the game.  At the end of the game, dollars under the 3 Distillery are added to the cash asset (see also Indian Teepee).
For the owner of the 4 Distillery, the new bean-o-meter for Cognacbohnen, illustrated on that building card, applies.
11
Prohibohn
An expansion to Al Cabohne
Players: 2 people Contents:
Ages: From 12 years 22 Cognacbohnen
Duration: Approx. 45 minutes 21 Establishment cards
Author: Uwe Rosenberg 12 Phase Cards
    2 Police Station cards
    1 Razzia card
Game Concept
In this Al Cabohne expansion, the two bean traders place different establishments in the beautiful small town Chicabohn under their conscientious protection.  The establishments provide bean-trading advantages to the two traders.  If they bribe the cops in addition to creating the establishments, they receive bonus dollars for the protected establishments at the end of the game.  When protecting the establishments, they should not behave in too high spirits, otherwise a raid threatens them.  The player with the most dollars — or the mafia — wins.  The dollars of the cash asset, the bonus dollars for protected establishments, and the dollars invested in establishments comprise that total.
Note: Prohibohn is only playable with Al Cabohne.  For anything not described differently in these rules, the rules of Al Cabohne apply.
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Game Preparation
For Prohibohn, all the bean types, and the mafia bosses Don Corlebohne and Al Cabohne, from Al Cabohne are necessary.  Additionally, the establishment cards of these bean types, the two Police Station cards, and the Razzia card come into the game.  The "3. Bohnenfeld" cards will not be needed, because they cannot be bought.  The Cognacbohnen cards and the three Pub establishment cards remain in the game box.  They are for the Pub Variant.  The game preparation is identical to that in Al Cabohne.  With one exception: Both players get seven bean cards in their hands at the beginning.  After the mafia receives its first beans, the players secretly select two bean cards from the cards in their hands, and place them before themselves as bean dollars.  The sequence of the other cards in the hand may not be changed.  The establishment cards are sorted according to type and purchase price, and set aside within reach; likewise with the Police Station cards and the Razzia card.  Each player receives six overview cards with the phases one to six, which he places before himself, sorted according to phases.  These cards give an overview of the phases of a game turn.
Red and green overview cards after phase-ordering phase overview cards
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The Establishment and Police Cards
For each bean type of Al Cabohne, there is a certain establishment; for example, the Nightbar for the Puffbohne, or the Restaurant for the Saubohne.  Each establishment is available in three forms; in each case, once with a purchase price of one, three, and four dollars.  The higher the purchase price, the better the characteristic of the establishment is.
Legend for establishments:
(Example building card "3 Casino")
Bean type building card Bean in establishment
Explanation of the characteristic Name of establishment
Characteristic symbol Purchase price of the building
The Blauen Bohnen form an exception.  They are assigned to the two Police Station cards, for three and four dollars.  The possession of these cards gives the player bonus dollars at the end of the game.
The Razzia card is available only once.  With the purchase of this card, each establishment which is worth one dollar becomes worthless.
Purchase of Establishment and Police Cards
Each establishment can only be bought with bean dollars of a certain sort.  For example, the three Nightbars must be paid for with dollars, on whose other side a Puffbohne is shown; or for the three
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Restaurants, exclusively with dollars on whose other side a Saubohne is shown.
Note: Contrary to Al Cabohne, from which bean sorts the bean dollar originates is thus important!  The purchase price of establishment, Police Station, and Razzia cards is represented by the golden dollar stack on each card.  Thus, the 3 Undertaker costs three bean dollars from three Brechbohnen; or the 3 Police Station, three bean dollars from three Blauen Bohnen.
One exception is the Razzia card.  Four bean dollars from Blauen Bohnen, or five dollars from any other single bean type must be paid for it.  The value of the raid card at the end of the game is four bean dollars.
raid card purchase
For the Razzia card a player must pay either 4 dollars from Blauen Bohnen or 5 dollars from, for example, Kidneybohnen.
Each player may buy each establishment several times, thus, for example, two Casinos or three Undertakers.  But a player may buy only one card of the two Police Station cards.  A player may buy several cards at one time.
Establishment, Police Station, and Razzia cards may only be bought on your own game turn.  Bean dollars, with
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which the establishments are bought, must be put with the dollar side upward under the discard pile.  Therefore, in Phase 4 of the game turn, they cannot be added to the uncovered cards, because the bean side is situated down.
The characteristic of a bought establishment, Police Station, or Razzia card can be applied immediately!  Note: Anyone who buys a second card from an establishment is justified in removing the third immediately from the game, if it is not already acquired by the opponent.  It is not permitted to remove the third establishment card from the game at a later point in time.  For anyone who manages to buy all three cards of an establishment, his 1 Establishment gets an increase in value (see text on the 1-Card).  Therefore it is frequently meaningful to leave the third card of an establishment in the game.
Game Flow of Prohibohn
As with Al Cabohne, the game turn of a player consists of the following six phases.
Phase 1: Use beans
Phase 2: Beans for the bean mafia
Phase 3: Plant beans from hand
Phase 4: Uncover beans
Phase 5: Plant beans
Phase 6: Draw beans
The game phases can be changed by the characteristics of the 3 and 4 Establishment cards.
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The two-person rules from Al Cabohne apply, with the following exceptions:
Phase 2
The types, which the mafia collects on its fields, are compared not with the types of the player whose turn it is, but only with the card that was put, in each case, as the latter on his field.  Because with the 3 Nightbar, several types can be on a field in Prohibohn.
Example: The mafia collects on one field Blaue Bohnen, and on the other field Stangenbohnen.  The current player has the 3 Nightbar, and on a field, a Blaue Bohne, upon which a Stangenbohne sits.  Therefore, in Phase 2, the mafia receives only the Stangenbohne.
If the mafia harvests in Phase 2, the current player gets a dollar off of the yield of the mafia.
Example: The player collects Stangenbohnen.  Don Corlebohne takes a Stangenbohne from him, and sells the harvest, consisting of four Stangenbohnen.  Now the mafia gets a dollar, the current player gets a dollar, and two Stangenbohnen cards are put on the discard pile.
Phase 4:
If a card of a certain bean type which the mafia collects is uncovered (question 1 from the Al Cabohne rules) and also sits on top of the discard pile (question 2 from the Al Cabohne rules), this card goes
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to the mafia.  The mafia does not get the additional top cards of the discard pile in this case.  This applies in Al Cabohne and Prohibohn.  In contrast to Al Cabohne, with Prohibohn, uncovering ends the first time the player must put the first card of the discard pile onto uncovered cards.  Thus, as soon as an uncovered bean type corresponds with the top card of the discard pile (question 2 of Al Cabohne) no further bean cards are uncovered afterward.  This can occur even after the first uncovered card.
Example: On the discard pile are three Puffbohnen; below them, two Saubohnen.  The mafia collects Blaue Bohnen and Stangenbohnen.  The current player uncovers a Saubohne.  Next, he uncovers a Puffbohne.  He puts the three Puffbohnen from the discard pile onto the uncovered Puffbohne.  Subsequently, he puts the two Saubohnen, which are now on top of the discard pile, onto the uncovered Saubohne.  Afterward, uncovering is terminated.  A third card is no longer uncovered.
Harvests and Selling
With the sales of a harvest, a player may keep only the last beans of the bean series on the field as dollars.  The turned cards (dollars) are the yield.  The remaining bean cards go to the discard pile in the same series sequence in which they were also put onto the bean field.  This rule is important, because the Bars in Prohibohn provide mixed types on a field (see figure on the next page).
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harvest breakdown to the discard pile
as dollars for
the cash asset
of the player
If both players overlook that a mafia boss could have harvested his bean field long ago, then the field is harvested as soon as the error is noticed.  If a new game situation should have already developed, then the bean cards that do not become dollars do not go on top of the discard pile, but rather go under it (with the rear side upward).
The Establishments
The 1 establishment does not have a special characteristic for game flow.  Nevertheless, the possession of a 1 establishment can become important by the end of the game, because this card can also be worthless at game end, instead of worth a dollar, if the Razzia card is bought.  In addition, it can be worth four dollars, if the owner additonally bought the other two of the same establishment.
The 3 and 4 establishments enable play options according to special rules.  These rules are described on the cards.  Further information about the individual establishments follows.
Casinos Stangenbohnen —> Casino
The owner of the 3 Casino can improve his chances at uncovering in Phase 4 with the help of this card.
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The owner of the 4 Casino is permitted in Phase 3 to play from his hand as many beans as desired, but at least one.
Undertakers Brechbohnen —> Undertaker
The 3 Undertaker provides for its owner that in Phase 4 at least two bean cards remain uncovered.
The 4 Undertaker re-establishes the original rules of Al Cabohne for the owner.
Restaurants Saubohnen —> Restaurant
The owners of the 3 and 4 Restaurants receive a dollar from the yield of the mafia, if the mafia during the game turn of the respective owner, in Phase 4 or Phase 5, harvests a field.  In both cases, the player receives the dollar from the cards which are put on the discard pile.
Nightbars Puffbohnen —> Nightbar
For the Nightbar, a note for Phase 5 from the rules of Al Cabohne becomes particularly important:  "The cards of the same bean type must be planted together on a field."  That means that the same cards, which are to be planted in Phase 5, may not be distributed.  They must be planted at the same time.  This holds the yield possibilities of the 3 Nightbar within limits.
Example: The player possesses the 3 Nightbar and uncovers two Brechbohnen and a Puffbohne.  Now he may not first place the Brechbohne, then the Puffbohne, and finally
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the second Brechbohne, because in so doing, it would separate the two Brechbohnen.
The owner of the 4 Nightbar only needs to decide, with the second card that he puts on a field, which sort he would like to plant further on the field.  Both the 3 and the 4 Nightbar can be used for both bean fields that a player possesses, at the same time.  From the characteristics of both Nightbars, this follows for the game:  The owner only must, with the third card he puts on a bean field, determine whether he would like to use the 3 or the 4 Nightbar.
GasStations Feuerbohnen —> Gas Station
The owners of the 3 and 4 Gas Station may quite normally draw two bean cards in Phase 6.
Whoever possesses the 3 and the 4 Gas Station may decide whether he would like to draw 3 bean cards, or enough to give himself six cards in his hand.
Varietés Kidneybohnen —> Varieté
The owner of the 3 Varieté must play the first card from his hand in Phase 3 as usual, before he can apply the 3 Varieté.
The owner of the 4 Varieté may, in Phase 3, draw the first card that he must play from anyplace in his hand.
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PoliceStations Blaue Bohnen —> Police Station
The Police Station is not an establishment.  At the moment a player buys a Police Station, he may peruse the dollars of the mafia.  Then, he must immediately take one of these dollars for himself.
Raid Blaue Bohnen —> Razzia
The Razzia card is not an establishment.  It is not permitted to buy the raid card, and not apply its characteristic.  The Razzia card makes all 1 establishments, including those owned and those which are only bought in the further game process, worthless.  Also after a raid, at the end of the game, 1 establishments are taken into account for the bonus of the Police Station cards.
Note: If a player has a 1 establishment whose value is increased to four dollars due to the purchase of all three of that establishment, then this establishment does not become worthless with the purchase of the Razzia card.
Game End
If the draw deck is used up, then the entire discard pile, even the cards with the dollar side upward in the discard pile, are shuffled, and placed as a new draw deck in the center of the table.  The game usually ends if the draw deck were to be exhausted for the third time.  First the player whose turn was last may sell his bean fields, and still buy establishment, Police
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Station, or Razzia cards; afterward, his opponent may transact purchases, in the same way.  If both players should not possess together at least ten establishment cards after their purchases, the draw deck is played through again.  When the eck becomes empty a fourth time, both players may transact purchases yet again.  Afterward, the game is finally terminated.
Each player now adds the dollars of his cash asset, and the purchase prices of his establishments, the Police Station card, and possibly the raid card (value four bean dollars).
Note: The 1 establishment cards can be worth zero or four dollars.
If a player possesses a Police Station, bonus dollars for the number of establishments are still added.
The player with the highest dollar sum wins.
Example: A player has a cash asset of eight dollars.  He possesses the following establishments: the 3 Undertaker, the 1 Casino, the 3 Casino, the 4 Casino, and the 1 Restaurant; additionally, the 4 Police Station.  All the cards together have a value of 19 dollars, because the player possesses all thre Casinos and the Razzia card was not bought.  Since he possesses the 4 Police Station, he receives an additional two bonus dollars, because he possesses three different establishments.  These together make a total gain of (8+19+2) 29 bean dollars.
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Pub Variant
Cognac Bean With this variant, the Cognacbohnen and their establishment, the Pub, become necessary.  There are then eight bean types and seven establishments in the game.  Joe Bohnano, the third mafia boss from Al Cabohne, is used with the Pub Variant.  At the beginning of the game, the mafia is equipped as for the solo game in Al Cabohne.  Both players now possess three, instead of two, bean fields.  Otherwise one plays according to the described rules.
Pubs Cognacbohnen —> Pub
The 3 Pub enables its owner to earn an additional bean dollar in Phase 2, by helping the mafia to harvest immediately.
The 4 Pub is the only establishment card in the game that may only be used directly with its acquisition.  If the opponent does not have a 1 establishment that is still worth one dollar when this card is acquired, the characteristic of the 4 Pub expires.  The 4 Pub takes from the opponent, in some cases, the prospect that his 1 establishments could become worth four dollars.  A 1 establishment worth zero or four dollars cannot be removed from the game by the 4 Pub.

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