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Magical Strategy Card Game Guide

The document describes a game where players take on roles as witches, druids and gatherers to produce potions. Over 7 rounds, players each choose 4 role cards per round that have brave or cowardly actions. The brave actions are riskier but more rewarding, while cowardly actions are safer. The player with the most victory points after 7 rounds wins.

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0% found this document useful (0 votes)
133 views12 pages

Magical Strategy Card Game Guide

The document describes a game where players take on roles as witches, druids and gatherers to produce potions. Over 7 rounds, players each choose 4 role cards per round that have brave or cowardly actions. The brave actions are riskier but more rewarding, while cowardly actions are safer. The player with the most victory points after 7 rounds wins.

Uploaded by

H Llamas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Zooming brooms put potions in motion ...

Game Summary
Players become witches, druids and gatherers, producing powerful Round after round, choose
potions and delivering them by Broom Service throughout the magi- 4 of 10 role cards.
cal realm. Round after round, enchanted rivals choose four of ten role
cards. Each card has a brave and cowardly action.

The brave actions are most rewarding, but carry grave risk of being lost Shrewdly choose the brave
to opposing players. The cowardly actions are less profitable, but safer. or cowardly action; brave
actions are riskier, but more
Which role cards will you secretly chose? Which have your rivals profitable.
chosen? Who will be brave, and who will be cowardly?

The winner is the player with the most victory points after seven The player with the most
rounds. victory points is the winner.

Game Contents
2 punch boards:
For the basic game: (Before the first game, remove all
the parts carefully from the punch
- 24 heavy clouds boards.
- 24 magic wands Parts with violet borders are only
- 1 game summary required for the variations,
For game variations: not for basic game play.)
- 15 amulets
- 17 landscape tiles
- 8 storm clouds
1 game board (double-sided)
60 potions
10 pawns
5 victory point markers
60 playing cards:
- 5 x 10 role cards
- 10 event cards

If you are reading these rules for the first time, ignore the bold text along the right side of the each page.
This text serves as a game summary to help you quickly familiarize yourself with the rules during subsequent game play.

1
Game Set-up (basic game) Set up

The board is placed in the middle of the table face-up, Place the game board with
i.e. with the two castles showing reddish banners the front side up in the middle
(note: the castles on the back side of the board show of the table.
purple banners).

Each player receives: Each player receives:


- 10 role cards of one color, • 10 role cards
- 2 pawns of the same color, placed in the two regions with the castles, • 2 pawns (on the castles)
- 1 victory point (VP) marker of the same color, placed on space 10 • 1 victory point marker (on 10)
of the VP track, • 1 potion per color
- 1 potion of each color, and • 1 or 2 wands
- 1 or 2 wands: The oldest player is the starting player. The starting
player and the player to the right (who will be the last player of the first
turn) each receive one magic wand; all other players receive two wands.
(In a two-player game, each player receives 1 wand.)

The remaining potions and wands (from now on referred to as Place remaining resources
“resources”) are placed in a general supply next to the game board. in a general stock pile.

The game summary is displayed Display game summary.


between the players. The front shows an
overview of each round and turn, and the
back summarizes the victory points
received at the end of the game.

The 24 heavy clouds (with white stars Place heavy clouds randomly
on the front) are shuffled and placed face-up on the corresponding
randomly, face-up, one cloud on each spaces.
corresponding space on the board
(18 spaces on the front side of the
board, 19 spaces on the back side of
the board).

The 10 event cards are shuffled. Create a shuffled draw pile


7 cards are placed in a stack next to the with 7 of the 10 event cards;
board and the remaining 3 cards are flip the top card face-up.
returned to the box without looking at
them. The top event card in the pile is
turned over. The event displayed applies
to the first of the seven rounds.

2
If there are fewer than 5 players: Shuffle the 10 role cards of an un- With fewer than 5 players,
used color and place them in a draw pile next to the event cards. shuffle and place the 10 role
Depending on the number of players, reveal the following number cards of an unused color next
of “bewitched” role cards: to the event cards.
2 players → 3 cards / 3 players → 2 cards / 4 players → 1 card For 2, 3 or 4 players reveal
(Note: The number of players + the number of “bewitched” role cards 3, 2 or 1 card(s).
always = 5!)

The remaining materials (landscape tiles, amulets, storm clouds) are


required only for the game variations for advanced play (see page 9).

Game Play Game Play


The game is played over seven rounds. At the beginning of each round, Game consists of 7 rounds;
each player chooses 4 of their 10 role cards. Then the players compete 4-10 turns per round.
for tricks, turn by turn, vying for the actions on the selected role cards.
After at least 4 and no more than 10 turns, all chosen roles are played,
the round ends, and the next round begins ...

Choosing Role Cards


At the beginning of each round, all players simultaneously choose 4 of First, all players choose
their 10 role cards to use in this round (exception: 4 of their 10 role cards
event “More or Less”; see below). Each player simultaneously.
holds their 4 selected cards and keeps them hidden
from the other players. The remaining 6 role cards
are placed face-down and are not used this round.
When all players have chosen their cards …

Let the Magical Competition Begin!


The starting player for the turn begins by playing one of the four role The starting player plays
cards, i.e. by placing it on the table and reading aloud either the upper one card and reads either
text or the lower text on the card: “I am the brave forest witch and the “brave” or “cowardly” text.
would like to fly to a neighboring forest ... (etc.)” or “I am a cowardly
forest witch and ... (etc.)”.

If the player read the top, “brave” text (good, but risky!), If the player was “brave”,
the player claims the action. Since the action might still the action cannot be performed
be “stolen” by a subsequent player, the player does not until all subsequent players
yet perform the action, but instead waits for the remain- have played ...
ing players to take their turns.

If the player read the lower, “cowardly” text (less good, If the player was “cowardly”,
but safe!), the player immediately performs the action. the player can immediately
(For more details on the different roles/actions, perform the action.
see page 6.)

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When the first player has finished, then the next player in clockwise In turn order, the remaining
order must “follow” the role card that was just played: players “follow” by ...

1) If the next player is not holding that role card, the player cannot If they do not have this role
“follow” it, and so simply says, “next!” Turn continues to the next card in their hand:
player in clockwise order. ... saying “next!”

2) If the next player is holding that role card, the player must place it If they do have the role card,
on the table and execute either 2 a) or 2 b): placing it on the table and:

2 a) The player reads aloud the upper text (“I am the brave forest ... either reading the “brave”
witch...”) and takes the brave action from the earlier brave player text aloud and waiting for
(if there was such a player). The earlier brave player is now “out”, the rest of the round.
and gains nothing from that role in this round - neither the brave
nor the cowardly action.
However, the action is not yet safe for the new brave player either, since there are
still players remaining ...

2 b) The player reads aloud the lower text (“I am a cowardly forest ... or reading the “cowardly”
witch ...”) and executes that action right away. text aloud and taking
The cowardly action is always weaker than the brave action, but it cannot be the appropriate action
stolen. Thus, the cowardly action can be taken by any number of players, immediately.
sequentially.

After all players in clockwise order have had a turn, the player who last After all players have had
chose the brave action now performs it. a turn with this role, the last
(For more details on the different roles/ actions, see page 6 onwards.) brave player performs the
corresponding action.
This player becomes the new starting player and chooses a remaining Then this player plays a new
role card, places it face-up on the table, and reads either the upper or role card, etc.
the lower text aloud (for example: “I am a cowardly weather fairy ...”).
And so on ...

Example: Albert begins the round and plays the forest witch saying the words
“I am a cowardly forest witch ...” and places the card in front of him.
Then he moves one of his pawns to an adjacent forest.
Bonnie follows. Since she has also the forest witch in her hand, she must also place
it in front of her. She says, “I am the brave forest witch ...”, and must now wait
and see what the next three players are doing.
Carla also has this role card in her hand and places it. She, too, is confident
and proclaims: “I am the brave forest witch ...” With that, Bonnie is “out”;
the forest witch is lost to her for this round.
Daniel and Emily follow. Neither of them have the forest witch, and each in turn
says, “next!”
The turn is over. Carla is the (last) brave forest witch, so she puts one of her pawns
in an adjacent forest, where it delivers a purple potion to a purple tower, and
she receives the victory points shown.
Carla begins the next turn by playing a new role card and proclaiming: “I am
a cowardly valley druid ...”. She immediately delivers a potion to a free tower
in the forest. Daniel then says, “next!” because he does not have the valley druid ...
etc.

4
Other important rules

* You may select an action even if you cannot or do not want to per- Actions may be selected that
form it. Similarly, you can decide not to perform an action, even cannot be performed.
though you had the opportunity to do so (e.g. to retain resources for Actions do not need to be
a different role or event). performed.

For the witches, the following applies: A brave witch may move
to an adjacent territory without delivering a potion there. However,
no witch may deliver a potion without moving. A witch may stay
and do nothing.

* The last brave player must start a new turn by playing a new role The last brave player always
card, even if the prior action was not fully (or partially) executed. plays the next role card.

* If all participating players play a role “cowardly,” the starting player If all play cowardly, the star-
of the prior turn also starts the next. ting player from the prior
turn plays the first card.
* If the starting player does not have any more role cards, the next If out of cards, the starting
player in clockwise rotation who still has cards becomes the next player is the next clockwise
starting player. player with cards.

* “Duty to follow!” Players must follow if they can; if a player plays Players must follow
a role card that has already been played in an earlier turn of the if they can!
current round, the player must place the card without performing
an action.

* The played role cards should be placed offset like Display cards like a fan to
a fan in front of each player so that everyone can remember what roles have
see which role cards have already been played and been played.
how many cards each player has left.

* The most important rule when placing role cards: Always wait your turn
Before it is your turn to place a card, it is forbidden to indicate before talking!
whether or not you have the current role card. Always wait until it´s your
turn before saying “next!” or “I am ...”.

* “Bewitched” roles are used in 2-4 player games. It is important Playing a “bewitched” role
to consider carefully these bewitched roles before selecting your role always costs 3 victory points!
cards since anyone who places a bewitched role immediately
loses three victory points (whether choosing the brave or the coward-
ly action, and whether or not the action is performed)!

Notes:
- Losing victory points (due to bewitched roles and/or certain event cards) may force
players to move their victory point marker below 0.

- When the draw pile of bewitched role cards runs out, shuffle all 10 role cards
to create the new draw pile.

5
End of a Round
A round ends when all players are out of cards. If only one player has When all chosen role cards
cards left, this player plays alone until all cards have been played. have been played (and the
Finally, complete the current event if it is an end-of-round event card event card has been completed),
(see page 8 onwards: “The Events”). the round ends.

Then, the next round begins: Prepare the next round:


* Place the next event card face-up over the previous one. • turn over a new event card.
* For 2, 3 or 4 player games, place the next 3, 2 or 1 “bewitched” • turn over new “bewitched”
role(s) face-up over the previous one(s). role(s) (for 2-4 players).
* Players again choose any 4 of their 10 role cards, setting aside the • Each player again chooses
remaining 6 for the rest of this round. 4 of 10 role cards.
* The starting player for the new role card is the last brave player from • The last brave player plays
the previous round (or the last starting player if all were cowards in the first new role card.
the last turn).

Game End Game End


After seven rounds the game ends. The game ends after
Each player receives victory points for 7 rounds.
collected lightning (see back of
summary) and remaining resources: Score additional victory
Score 4 VP for each set of four different points for gathered
resources; score 2 VP for each set of lightning and remaining
three different resources. resources.
Whoever has the most victory points
is the winner. If tied, the tied player The player with the most
with the most resources wins. It there VP is the winner.
is still a tie, there are multiple winners.
The player receives at the end of the game
4 (u) + 2 (v) + 19 (w) = 25 victory points.
The 3 remaining resources (x) don´t earn VP.

the roles

Gatherers: Gatherers help players receive new resources. Resources


are always placed visibly in front of players, so that they can be
counted by the other players at any time.
Depending on whether the role is played bravely or cowardly,
the number of resources taken from the supply is 3 or 1.

Note: The supply piles for the potions or magic wands


are not meant to run out. Use place-holders if necessary.

6
Witches: Witches (both brave and cowardly) help players move their
pawns around the board. Brave witches also deliver potions to
the towers, allowing players to earn victory points.

Druids: Druids (brave and cowardly) help players deliver potions to


the towers in order to earn victory points. Brave druids receive
an additional 3 victory points.

Delivering potions as a brave witch Potion delivering (witches):


* First, the player moves one pawn to an adjacent area where the
landscape type corresponds to the played witch. This area may • Move pawn into adjacent
contain any number of other pawns, but cannot contain clouds area.
(see below: “The Clouds”).
• Place the potion on a tower
* Then the player chooses one of their potions If an arrow of the same color.
to deliver, in the new area, to an empty cir- points to the
tower, the potion
cular tower of the same color. If there is no is placed on the • Advance VP marker
matching empty tower, the player cannot tower, and the accordingly; add eventually
deliver a potion. tower is “occupied”. 1 or 2 wands.

* Finally, the player advances the victory point marker as many victory Occupied towers can no
points as specified in the supplied tower. If there are one or two longer receive potions.
additional wands shown, the player takes the wand(s) from the gener-
al supply to keep.
The tower is now “occupied” and can no longer receive potions.

Instead of a circular tower, a player can also deliver to a square tower Square towers always accept
(if available). In this case, the potion is not delivered to the tower, but potions (these potions are
to the general supply. The square towers can be If an arrow placed in the general supply).
delivered to multiple times; thus, they are always points away
open - for the entire game! When delivering to from the tower,
the potion is
a square tower, a player also receives the victory delivered to the general
points indicated by the tower. Each player may supply. Square towers can
deliver only one potion per role to the square be delivered to repeatedly.

towers.

Delivering potions as a druid Potion delivering (druids):


For a druid (brave or cowardly) to deliver a potion, the same rules apply
with the following exception: no pawn is moved, but at least one of
the player’s own pawns must already be in the corresponding area.
As a brave druid, a player receives 3 victory points more than the
supplied tower specifies. These additional 3 victory points can only be received if
the player actually delivers the potion; just “being brave” is not enough!
• If the player’s own pawn is
The location of a tower depends on which areas touch its already in the corresponding
base. Thus, these 4 towers can receive potions from pawns area, deliver a potion to
within the following areas: The left purple tower - for- a tower (or to the general
est, hill, or prairie (multiple times, 4 VP each time); the supply).
central purple tower - hill or prairie (just once, 6 VP); the
upper orange tower - hill only (just once, 5 VP); the lower
purple tower - prairie only (just once, 3 VP + 1 wand) • Advance the victory points
marker 3 points extra
if “brave”.

7
The Clouds The Clouds
No pawn may be moved onto or over water areas or land areas where
there are one or more cloud tiles. The player must first try to charm
away the clouds with the help of the weather fairy. Note, lightning on
the “removed” (charmed away) clouds bring victory points at the end of
the game (see back of game summary).

To charm away a cloud, the following conditions must be met: To charm away a cloud:
* The player must place the weather fairy role card and have at least • Place weather fairy.
one pawn in an area adjacent to the cloud to be charmed away. • Have 1 pawn adjacent
* The player must return to the general supply the number of wands to the cloud.
that matches the number on the star on the cloud. • Place the required number
The player then keeps the “removed” cloud (visible to other players). of wands back in the supply.
As a brave weather fairy, the player also receives 3 additional victory • Take the cloud (keep it face-up).
points. The player only receives the additional 3 victory points if a cloud is charmed • Take + 3 victory points, if
away; just “being brave” is not enough. brave weather fairy.

The Events The Events


There are 10 different events. One event is revealed each round. ... take effect either before,
Of the 10 events cards, one takes effect before selecting the roles, three during, or at the end of a round.
take effect during the round, and six take effect at the end of the round.
The cards are self-explanatory, clarifying details are below:

“More or Less?”
All players choose between 1-5 role cards (hidden from other players),
then simultaneously reveal the number of selected role cards and gain
or lose the corresponding number of victory points. The round then
plays as usual.

“Black Market” & “Black Distillery”


A player can decide whether to take the action or the event each time
the player plays a role cowardly.

“Perilous Places”
Example: Both of Daniel’s pawns are in forests. He loses 2 victory
points.
Emily’s pawns are in a prairie and a forest. She loses 4 victory points.

“Protected Places”
Example: Daniel’s pawns are on a hill and a mountain. He neither
gains nor loses victory points.
Emily’s pawns are in a prairie and a forest: She moves forward
2 victory points.

8
“The Upper Hand”
Each player announces how many resources they have to start. Then all
players simultaneously take any number of their resources in a closed
fist, and hold it over the table. The fists are opened at the same time,
and the numbers of resources are compared.

“Empty Handed”
The resources are kept by the player.

“The Works!”
Each player may only deliver a maximum of one set of resources.

“Flock Together”
The player´s two pawns must be in the same type of area, but not
necessarily in the same area.

Game Variations
Try the following variations, even combining some together!
Introduce the storm clouds (with light blue star on the front), the land-
scape tiles, and the amulets, as well as the back of the board, into play.

The Storm Clouds The Storm Clouds


... can be used on both sides of the board. At game start, mix the storm ... are mixed together with the
clouds with the heavy weather clouds. Then, as usual, place a random heavy clouds at the beginning
cloud tile on each of the corresponding areas. Return the remaining and then placed randomly, as
cloud tiles to the box. usual.

Those who wish may use fewer heavy weather clouds, to increase the
likelihood that storm clouds are placed on the board.

(2x) If this cloud is on the board, players receive 2 This cloud brings + 2 victory
additional victory points when delivering a potion with points if the pawn delivering
a pawn adjacent to the cloud. If both of these clouds are is in an adjacent area.
adjacent to the pawn delivering the potion, players receive 4 additional
victory points.
If Emily, for example, has a pawn in an area adjacent to these two clouds and as a
brave druid delivers to a 2-VP tower + 1 wand, she receives 2 + 2 + 2 + 3 = 9 victory
points + 1 wand.

This is the only storm cloud that always works while it lies on the
board. All other storm clouds will work only once, at the moment they
are charmed away.

(2x) The player who charms away this cloud, may Move an own pawn to any
immediately move either pawn to any adjacent area, adjacent area.
just as if the player had placed the appropriate cowardly
witch.

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(1x) The player who charms away this cloud may Deliver any potion.
immediately deliver any potion, with either pawn, just as
if the player had played the appropriate cowardly druid.

(3x) The player who charms away this cloud, immedi- Gain the corresponding
ately takes the corresponding number of victory points number of victory points,
if the player possesses at least as many potions of the if holding the required
matching color shown on the cloud, i.e. at least 3 potions.
orange, 4 green, or 4 purple potions (respectively).
These potions are not returned to the supply, but are
kept by the player!
If a player does not have the required minimum number of potions
when charming away this cloud, the player receives the cloud tile,
but not the victory points.

The Mountain Tiles


and Amulets
The Mountain Tiles

... can be used on the front side of the board and must be used on the … can be used on the front
back side. The five mountain tiles are shuffled at the beginning of the side and must be used on the
game, and then one tile is randomly placed face-up on the correspond- back side of the board.
ing space of each of the three mountain areas. Any towers covered lose Place three tiles randomly,
their functions. The remaining two mountain tiles are returned to the face-up in the corresponding
box. mountain spaces, along with
Each player places an amulet of their color next to each mountain tile. one amulet per player.

When a player moves a pawn to one of these mountain areas, the player Whoever moves to one of
then – in any order – does the following: these mountain spaces:

* Claims their amulet from the mountain area and keeps it, visible to ... takes their amulet:
the other players. The amulets bring players victory points at the end at game end 1, 2 or 3 amulets
of the game: one amulet = 4 victory points, two amulets = 9 victory bring 4, 9 or 15 VP.
points, all three amulets = 15 victory points (see back of game summary).

* Uses the complete function of the mountain tile (see below), without ... uses the mountain tile
removing the tile. If a player doesn´t want to use the tile, it expires (but is not required to).
immediately for that player, i.e. it cannot be used in a later turn
(evident by the fact that this player’s amulet has already been
claimed)!

* if acting as the brave mountain witch, delivers a potion here, if desired. ... delivers a potion, if acting
as the brave mountain witch.
The individual tiles mean:

The player takes one potion per color from the general sup- + 1 potion per color
ply. One of these 3 new potions could be delivered immediately, if acting
as the brave mountain witch.

The player takes two magic wands from the general supply. + 2 magic wands

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With either pawn, the player delivers any type of potion, as if 1 potion delivery
using the appropriate cowardly druid. Note: delivering to a square
tower is allowed.

The player may do up to two movements with one of their 2 pawn movements (by same
pawns, or one movement with each pawn, as if placing the or different pawns)
appropriate cowardly witches.

The player may charm away any cloud tile adjacent to either 1 cloud charmed away
pawn, as if placing the cowardly weather fairy.

The Forest Tiles The Forest Tiles


... must be used when playing the back side of the board. The six tiles ... must be used on the back
are shuffled at beginning of the game and then randomly placed face-up side of the board.
on each of the spaces provided in the four corresponding forest areas.
The remaining two forest tiles are placed back in the box. Place four random tiles face-
up in corresponding forests.
A player who moves a pawn to one of these forest areas takes the forest
tile from the board and keeps it, face-up, visible to everyone. The player who moves to one
In a subsequent turn, the player can use it once, and then discard it face- of these forests first takes the
down next to the board. A player may use a maximum of one tile per tile there.
role card and one “+1 card” tile at the beginning of a round.

The individual tiles mean:

(2x) Any player who plays a role cowardly and uses one of Play cowardly, but perform
these tiles is allowed to perform the brave action instead of the brave action.
the cowardly one. For the remaining rules, the player remains
cowardly. Thus, the player neither usurps the current brave player nor
becomes the starting player of the next role card.
During the event “Brave Heart”, the starting player of a role card cannot avoid the
obligation to be “brave” by using this tile.
.
(2x) Any player who uses this tile at the beginning of a round + 1 card for your hand
may take one additional card to keep.
This tile can be used in the event “More or Less” even after all players
have shown their hand size; the additional card is not taken into account
when scoring victory points for this event.

(2x) Any player who plays a role card cowardly and uses this + 5 victory points instead
tile takes 5 victory points instead of performing the action. of cowardly action
If this tile is used during the events “Black Market” or “Black Distillery”,
the player still gains only 5 victory points (and not another + 3 victory
points or + any resource).

11
The Hill Tiles The Hill Tiles
... must be used when playing the back side of the board. The six tiles ... must be used on the back
are shuffled at beginning of the game, and then randomly placed side of the board.
face-up on each of the spaces provided in the four corresponding hill
areas. The remaining two hill tiles are placed back in the box. Place four random tiles face-
up on corresponding hills.
The individual tiles mean:

(5x) Any player who moves a pawn to one of these hill areas Move pawn immediately to
ignites the “turbo broom” feature, immediately jetting this one of the two specified stone
pawn to one of the two stone circles specified circles (and deliver one potion,
on the tile. In the new area, the player may if playing as a brave hill witch).
deliver a potion, if playing as the brave hill witch.
Note: It is possible that the stone circle “B” is not accessible,
or that you can no longer leave that island after you arrive.
It is never possible to leave the island with the stone circle “D”.

(1x) In this area no “turbo broom” feature is ignited, but a Deliver an orange potion
player can deliver an orange potion to the supply for 7 victo- for 7 victory points (back to
ry points if playing the brave hill witch, just as if the tower the supply).
was displayed on the board (see page 7). The same applies if
any player delivers a potion here as the peak druid.

The authors and publisher thank the many play testers for their valuable
efforts, in particular Peter Hofbauer, Wolfgang Lehner, Dennis Rappel,
Harald Schatzl, Walter Schranz and Julian Steindorfer as well as the groups
from Bad Aibling, Bödefeld, Grassau, Oberhof, Reutte, Siegsdorf and Vienna.

Do you have comments, critiques, or questions about this game? Write us:

Ravensburger USA, Inc. | 1 Puzzle Lane | Newton, NH 03858


E-Mail: [email protected] | www.aleaspiele.de

© 2014 Andreas Pelikan & Alexander Pfister


233157

© 2015 Ravensburger Spieleverlag

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