Malefiz (also known as Barricade) is a race-type board game for 2-4 players, published by Ravensburger. Players move their pawns from their starting houses at the bottom of the board toward the target space at the top. Barricade pieces block the paths and must be captured and relocated to hinder opponents. The first player to reach the target wins.
Components
1 game board with paths and specially marked barricade spaces
20 pawns (5 per player in 4 colors)
11 barricade pieces (white)
1 die (six-sided)
Setup
Each player places their 5 pawns in their starting houses at the bottom of the board.
Place the 11 barricade pieces on the specially marked spaces on the board.
Choose a starting player.
Turn Structure
Players take turns clockwise. On each turn:
Roll the die.
Move one of your pawns exactly the number shown on the die.
Actions
Movement
Pawns move forward along the paths toward the target at the top.
A pawn must move the exact number of spaces rolled – no partial moves.
Pawns may not move backward.
Pawns may not pass through or land on barricade pieces.
Pawns may pass through spaces occupied by other pawns (friendly or opponent).
Capturing Barricades
To pass a barricade, you must land on it with an exact roll.
When you land on a barricade, remove it from the board.
You must then place the captured barricade on any empty space on the board (except your own starting houses). This is a key strategic element – place barricades to block opponents.
Capturing Opponent Pawns
If you land on a space occupied by an opponent’s pawn, that pawn is sent back to its starting house.
You cannot land on a space occupied by your own pawn.
Scoring / Victory Conditions
The first player to move any one of their pawns to the target space at the top of the board wins the game. An exact roll is required to reach the target.
Special Rules & Edge Cases
You must move the full die roll; you cannot stop short.
If no legal move is possible with any of your 5 pawns, your turn is skipped.
Barricades can be placed strategically to block opponents near the top of the board.
Multiple pawns may not occupy the same space (except when passing through).
A pawn sent back to its starting house must begin its journey again from scratch.
The board has multiple branching paths, allowing strategic route choices.