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One to three policemen (blue wood meeples) try to catch one or two thieves (red metal meeples). Movement is determined by a die. The players start at space 1 and move toward space 70. The thieves get a head start of three turns. The policemen catch the thieves if they get on the same space as the thieves. The thieves escape if they get beyond space 70.
On some spaces the metal thieves close an electric circuit and light a lightbulb which alerts a ranger (green wood meeple). The ranger gets each policeman an extra chance to catch the thief, by rolling a 1.
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