A push-and-eject seating game. For tabletop game nights that like tense, physical puzzles: players race to seat every visitor pawn spilling from the coach dispenser into a through-hut before the church tower's bell ratchet runs out. Fill a hut past its three-pawn capacity and its back door shoves the oldest occupant out, into a street tile hidden behind the tower.
Seat three, eject the oldest. Each through-hut holds three pawns. Escort a new visitor pawn inside and a latch mechanism physically pushes the hut's oldest occupant out a back door, onto the street tile behind it, a chain reaction that empties one hut into the next player's blind spot with every move you make.
A tower blocks half the board. A tall church tower with a working bell and ratchet sits at the board's center, blocking each player's view of the street tiles on its far side. Beside the board, a slotted coach dispenser holds visitor pawns and spills a fresh batch onto the square every round, pawns you must seat before the ratchet reaches the last bell.
Every piece in the box. The set breaks into distinct printed pieces: the slotted coach dispenser, the bell-and-ratchet church tower, flat street tiles plus enclosed tunnel-shaped ones that hide what sits inside, through-huts with a back-door latch mechanism, red villager pawns, and a supply of grey visitor pawns.
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