Ultimately, therefore, each player has to be all of one color and all flints replenishment cards of the same color before or beside him. The black towers are neutral and off the pitch. The aim of "Lumis" is to pass from one side of the pitch with a closed line of his flints to another. Each round is only one turn allows: a tower set, draw cards to pass on to connect with the flints set or card to the team partner (only in 4 player mode!). The replenishment cards are printed with different colors, which are needed in order to fill the corresponding fields on the game board with his flints can, and to position towers. Means: I want a blue comb a tower set (this may only be placed on the large honeycomb-fields), do I have to supply a blue card play (blue card = blue box). I for example, even two or three blue replenishment cards, I can raise the tower and make it my opponent thus difficult to accept this. I position now in a nearby field honeycomb another tower, I can connect with towers with my flints and the correspondingly colored cards replenishment. If a connection once established, can not be torn apart and the towers are considered safe. The replenishment cards, each player max. 15 may have at one time, so are essential for the success or failure, because they are needed for the tower and the flints. If you have finally created so many connections with towers and flints that guides the chain continuously from one side of the field to the other, the game is won.
"Lumis" is suitable for my taste and contrary to other opinions, absolutely for adults. For my part I play this game certainly very happy with friends and we definitely do not feel challenged. Are in demand especially luck, skill and tactics with the resources (ie replenishment cards) house hold. Happiness lies above all in the cards, because you never know what color you draw next. Skill or tactic is especially the divide and put the cards / connections Feuerstein asked. If you play spawn cards sent, can be in the best case very long connections of 10 or more flints place with which the opponent would have never expected. If you play a short link? Taking better again maps to set a longer chain can and runs for risk, which itself placed the opponent a good connection? I take over the tower of the other? I place a feint simply there or a tower, build in my head already somewhere else along? These and other questions come up again and again and this is fun! The season also fit almost exactly with the given 30 minutes to slow down because great can be in this game, nothing (unless you can be on a train for an hour time). So you can play the whole sometimes problems in the evening.
Is included: 1 pitch, 50 yellow and 50 red flints, 40 neutral tower stones, red / yellow cards replenishment and instructions. The manual is easy to read, because not too long and well understandable as pleasant explains. As always fuchst myself, if you play the game the way. The concept, however, is pretty easy to understand, so that you do not have to beat around hours. Processing acts okay to very good. The board makes a robust impression, which also applies to the flints. When the towers you could have given a little more effort because the connections are always times somewhat stubborn. The playing cards are a tick too thin for my taste, but that's a matter of taste anyway.
To put it in a nutshell: "Lumis" is an excellent party game, go with the tactics, skill and plain old luck go hand in hand and provide plenty of fun. It is easy to understand and the game concept is suitable for both young and old alike. For my taste, definitely one of the best board games. 5 stars from my side.