
- BGG rank
- BGG #23,939
- BGG rating
- 6.0
Le Paresseux
- 3–6 players
- 45 min
- Complexity 1.0/5
- 1990

1993
Rules assistance for Tintin et le Piège du Totem Dhor
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Tintin et le Piège du Totem Dhor is a board game released in 1993 for 2–4 players, 60 minutes per game, and ages 7 and up. It was designed by Dominique Tellier and its main mechanics are Roll / Spin and Move, Dice Rolling, and Memory.
Vanished! Stolen! ... The eight ebony totems and the prestigious gold totem, vestiges of an ancient civilization, were stolen by Rastapopoulos from the ethnographic museum. Tintin and his companions set out at once to recover them. But the stolen copies of the totems are spread out around the world and confuse the tracks of the investigators. Only a "magic key" will make it possible to find the treasures of the museum. Of the 20 ebony totems, 12 are real! Only the magic key will reveal them to you... collect as many of the Totems as possible, but avoid conflicts with Rastapopoulos the gangster. Character cards direct you in your investigation or help you to thwart the schemes of your adversaries. Brought into play at the end of the game, the gold totem must still be recovered for victory. translated (badly) from rulebook and entry from "Club de Stratégie de Moissy-Cramayel Translated from the Dutch box: A breathtaking game full of adventures with Tin Tin and his friends. Face Rastapopoulos in a duel and win the mysterious Totem Dhor. But beware! 12 of the 20 Totems are traps! Only the magical cassette can point you in the right direction. Gameplay information: Every square on the board represents one of Tintin's adventures and contains a black totem pole. You have to use a magnet to learn if the totem is a good one or a trap. If the totem moves away from the magnet, it is a trap. If it pulls towards you it is one of the 8 good ones. Players check the totems individually and place it on the middle of the appropriate adventure square. This means the nature of this totem is known to one of the players. He must memorize all the totems he checked. In the second part (when all totems are known by one or more players), when a player starts an the adventure players have to tell the other players what status the totem has, if he is right he gets the totem. If he gets it wrong he loses a research point. When all 8 good totems are found the golden Rastapopoulos totem is placed for the final adventure. When players cross Rastapopoulos himself they have to fight him (by a throw of the dice). When a player loses all his points he has to start at the beginning of the board and receives 4 new points to re-enter the race until the golden totem is reached.
Tintin et le Piège du Totem Dhor supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Tintin et le Piège du Totem Dhor is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Tintin et le Piège du Totem Dhor for ages 7 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Tintin et le Piège du Totem Dhor has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Tintin et le Piège du Totem Dhor belongs to these categories: Comic Book / Strip, Memory, and Adventure. Its main mechanics are Roll / Spin and Move, Dice Rolling, and Memory. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Tintin et le Piège du Totem Dhor are: Dominique Tellier. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Tintin et le Piège du Totem Dhor as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.