OBJECT OF THE GAME COMPONENTS

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1 O nce upn a time a witch lived alne in her huse in the depths f the frest. Her favrite hbby was baking yummy gingerbread; in fact, she lved gingerbread s much that she built her entire huse ut f it. Unfrtunately, she wasn t the nly ne wh lved it! Rude fairy tale characters passing by were eating away her walls, windws, and drs! One day, the witch decided that she d had enugh f them all helping themselves and, paying attentin t which types f gingerbread these greedy intruders liked the mst, she came up with an idea n hw t get rid f them nce and fr all A tile placement game fr t 4 witches aged 8 and up. Playing time: 30 t 45 minutes OBJECT OF THE GAME Yu are witches in the Enchanted Frest, building yur gingerbread huse and attracting hungry fairy tale characters with clrful gingerbread: this is wrth pints. Cmpleting a level f yur huse cmes with a bnus that is als wrth pints. The witch wh best builds her gingerbread huse and scres the mst pints while ding s wins and will be declared the mst cunning witch f them all! COMPONENTS PLAYER BOARDS: 4 Player Bards (with tw different sides): This is where yu will build yur huse. The player bards feature 9 building spaces with a symbl n each space. Building space with symbl Gate: This is where yu cllect attracted fairy tale characters. Pantry: This is where yu cllect gingerbread. Place the things yu cllect thrughut the game next t yur player bard. Treasury: This is where yu cllect bnus cards. Trapped fairy tale characters are cllected belw yur player bard. Wrkshp: This is where yu cllect stairways.

2 BUILDING TILES: This is what yur huse is mainly built f. 60 Duble Tiles: Each duble tile features building spaces with a symbl n each space and a line between the spaces. TOKENS: 8 Wild Tiles: Each wild tile features building space with a star symbl. Stairway Tiles: Each stairway tile features building space with a hle in the middle (the stairwell). 7 Gingerbread Tkens: Gingerbread attracts the fairy tale characters t yur huse s that yu can trap them. CARDS: 8 each f red (heart-shaped), yellw (rund), blue (square), and green (pentagnal) 40 Character Cards: All character cards have the same layut. 0 Bnus Cards: Which side is used depends n hw yu decide t play (see next page). A character s md and type nly matter in the standard game, in which certain bnus cards refer t these features. In the intrductry game, md and type mean nthing. Md cheerful r bad-tempered Type human r nn-human Standard game side ROLLinG Pin per character shwing max. pints Gingerbread required t trap the character Intrductry game side Pint value Tm Thumb Name The reverse side f the character cards shws a cage symbl. Scring Pad Overview Sheet

3 SETUP Befre the start f the game, yu must decide tgether whether yu will play the intrductry game r the standard game. Fr yur first play, we recmmend yu play the intrductry game. Then set up the game as fllws: Intrductry Game Take the bnus cards and turn them t the side withut text. Depending n the number f players, select the fllwing values: witches:,, 3, 4, 5, 6 3 witches:,, 3, 4, 5, 6, 6, 7, 7 4 witches: randm values Standard Game Turn the bnus cards t the side with text and shuffle them withut lking at them. Depending n the number f players, select: witches: 6 randm cards 3 witches: 9 randm cards 4 witches: randm cards Place the selected bnus cards in the middle, in view f all players. Return the remaining bnus cards t the game bx yu will nt need them. Shuffle the character cards (shwing a cage n the reverse side ) and place them with the cage side facing up next t the display f bnus cards. This is the draw pile. Draw 4 character cards frm the pile and place them face up in a rw next t the draw pile. This is the character line, cntaining the characters currently raming thrugh the frest t be attracted and trapped. 3 Place the wild tiles, stairways, and gingerbread tkens in separate piles, in easy reach f all players. This is the general supply. 4 Each witch takes a randm player bard, placing it in frnt f her. Return any remaining player bards t the game bx. Additinally, each witch gets a stairway tile. 3 Rbber Griffin Frg King Rübezahl 5 Turn the duble tiles face dwn (s the side withut symbls is facing up) and shuffle them. Deal each witch 5 face-dwn duble tiles as her persnal draw pile near her player bard. Return any remaining duble tiles t the game bx yu will nt need them. 6 Each witch draws 3 duble tiles frm her persnal draw pile, placing them face up in frnt f her (s that yu can see the symbls). 7 Determine a starting witch (e.g., the witch wh last visited a frest). 5 6 Whether yu use the frnt r reverse side f the player bard is up t yu. 8 Snw White 4 8 Beginning with the witch t the right f the starting witch and in cunter-clckwise rder, each witch selects a character card frm the character line, placing the selected card at the gate (abve her player bard). D nt draw a replacement card yet. After all witches have selected exactly character card each, replenish the character line t 4 character cards again. Yu must select a card, but d nt wrry: if yu d nt like yur card, yu can get rid f it later. 3

4 HOW TO PLAY Once yu have set up the game, yu can start building yur huses and trapping greedy fairy tale characters! The game is played in turns. The starting witch ges first. Then the next witch in clckwise rder takes her turn, and s n, until the end f the game. On yur turn, yu must take ne f the fllwing tw actins: Build and Afterward Trap a Character OR Take Tw Stairways Build and Afterward Trap a Character This actin cnsists f three parts, which must be played in the fllwing rder. A. BUILD Take ne f the three duble tiles that are face up in frnt f yu and place it n yur player bard, s that the symbls are facing up. Then carry ut the effects f the symbls yu just cvered with yur duble tile. Prceed as fllws: BUT: The duble tile must be placed flat n slid grund. Yu must place the duble tile ver building spaces printed n yur player bard r previusly-placed tiles. (). Yu may nt place a duble tile n tp f nly ne ther duble tile. The line in the middle f the duble tiles is suppsed t remind yu f that. Befre yu place a duble tile, yu may place ne r mre stairway tiles frm yur Wrkshp stacked n tp f each ther n a single building space. If yu d, yu must place the duble tile ver the stairways (and an adjacent tile). (). Wh Needs Stairs Anyway? Smetimes yu wuld like t cver tw symbls that are nt n the same level. Yu cannt just place a duble tile there, unless yu place stairway tiles first t raise the symbl t the apprpriate level. (The symbl remains visible thrugh the hle in the stairway tile.) Als, stairway tiles help yu with cmpleting a level r increase the verall height f yur huse. After placing a duble tile, yu may carry ut the effects f the newly cvered symbls. If yu place stairway tiles, cnsider the symbl that was visible thrugh the hle. It is up t yu which symbl yu carry ut first. Yu are nt required t carry ut a symbl. SYMBOLS AND EF FECTS An effect is triggered whenever yu cver a symbl with a tile. The fllwing explains the varius symbls and effects: Gingerbread: Yu bake yummy gingerbread! Take the matching gingerbread tken frm the general supply (if any remain) and place it in yur persnal supply. (BUT: Yu cannt have mre then 0 gingerbread tkens in yur pantry; see Supply Limits.) Stairway: Yu build yurself a nice stairway! Take ne stairway tile frm the general supply (if any remain) and place it in yur persnal supply. (BUT: Yu cannt have mre than 4 stairway tiles in yur wrkshp; see Supply Limits.) 4

5 Exchange: Yu magically turn ne gingerbread int anther! Exchange ne gingerbread tken in yur persnal supply (if available) fr a gingerbread tken frm the general supply. Cage: The delicius smell f yur pastries attracts fairy tale characters t yur gate! Chse ne f the fllwing tw ptins: Take a character card frm the character line and place it at yur gate (abve yur player bard). r Draw three character cards frm the draw pile. Lk at the cards withut shwing them t the ther players, chse ne, and place it face up at yur gate. Return the ther tw cards face dwn t the bttm f the draw pile in any rder. Attracting fairy tale characters t yur gate reserves them s that nly yu can trap them later. Yu can have at mst tw characters attracted at the same time (see Supply Limits ). Yu can return attracted characters face dwn t the bttm f the draw pile at any time, e.g., t make rm fr better cards. Wild: Everything is fair game! Carry ut any ne f the abve effects. BONUS: Whenever yu cver tw f the same symbl, yu may carry ut the effect three times instead f just tw times. This is witchcraft! If yu cver tw wild symbls, yu may carry ut any three effects (same r different). Imprtant: Yu d nt get the bnus, if yu cver nly ne wild and ne ther symbl, even if yu chse the same effect (see nd example). Examples:. Alice places a duble tile ver tw blue gingerbread symbls, receiving nt tw but three blue gingerbread tkens frm the general supply (thanks t the bnus).. Bb cvers a yellw and a wild symbl, receiving ne yellw gingerbread frm the general supply and carrying ut anther effect f his chice. Even if he chses t take a secnd yellw gingerbread, he des nt get a third as a bnus, as he did nt cver tw f the same symbl. 3. Clarissa wants t cver tw exchange symbls, ne f which is tw levels dwn frm the ther. She places tw stairway tiles n tp f the lwer f the tw exchange symbls, raising it by tw levels. She then places a duble tile n tp f the stairs (and the neighbring exchange symbl). She may exchange up t three gingerbread tkens frm this. 4. Dale cvers tw stairway symbls, fr which he wuld nrmally get three stairway tiles (thanks t the bnus). Hwever, he already has tw stairway tiles, s he nly gets tw mre, because yu can have at mst 4 stairway tiles in yur supply (see Supply Limits ). 5. Alice cvers tw wild symbls. She may nw carry ut any three effects (same r different). She chses t take a stairway tile and tw red gingerbread tkens. 6. Bb cvers tw cage symbls, allwing him t attract up t three fairy tale characters. Hwever, because yu can nly have at mst tw character cards at the gate, he cannt keep all three f the cards. 5

6 Snw White B. AND AFTERWARD TRAP A CHARACTER After building, yu can finally trap thse nasty creatures! Select a card frm the character line r frm yur gate. Pay a number f gingerbread tkens frm yur persnal supply (returning them t the general supply), as printed n the card. This is the cst f trapping the character. Examples:. Clarissa traps Snw White frm the character line by discarding red and green gingerbread tkens.. Dale traps Jackalpe frm his gate by discarding ne gingerbread f each type. Jackalpe Rbber Frg King Rübezahl Place the trapped character card belw yur player bard. Trapped characters are wrth pints at the end f the game, as printed n the card. If yu have enugh gingerbread tkens in yur supply, yu can trap multiple character cards in ne turn, ne after the ther. BUT: D nt replenish the character line until the end f yur turn! Placing a Wild Tile Each character yu trap encurages yu t expand yur huse! Whenever yu trap a fairy tale character, yu immediately get a wild tile frm the general supply, which yu must place n yur player bard. Yu may place a wild tile n tp f anther wild tile. Yu cannt place stairway tiles underneath a wild tile. After yu place the wild tile, yu may carry ut the effect f the cvered symbl as usual. Yu may use any gingerbread received frm placing a wild tile right away t trap anther character, if pssible. Imprtant: Yu may nly trap fairy tale characters after yu place a duble tile (nt befre). Remember that yu can trap mre than ne character each turn. D nt frget t immediately place a wild tile whenever yu trap a character. C. AND MAYBE COMPLETE A LEVEL? Occasinally, yu will cmplete a level f yur huse, i.e., fill a 3x3 area n yur player bard at the same elevatin. At the end f yur turn, determine hw many new levels yu have cmpleted that turn. Fr each newly cmpleted level, yu may select a bnus card frm the middle. Place the selected card(s) face up in yur treasury (t the left f yur player bard). 8 CHiMnEy 9 fr at least 8 levels (cmplete r incmplete) Sme bnus cards have the same name. Yu are, indeed, allwed t have multiple cards with the same name. BUT: N witch may have mre than three bnus cards! When yu cmplete the furth r a higher level, yu d nt get a bnus card any mre. Bnus cards cannt be discarded r exchanged fr ther cards. (There is a sufficient number f bnus cards in the middle fr all witches.) Imprtant: By means f stairway and wild tiles, yu can cmplete mre than ne level in a turn, receiving a crrespnding number f bnus cards. The bnus cards are explained in detail n the verview sheet. 6

7 BONUS CARDS In the intrductry game, every bnus card is wrth a set number f pints. In the standard game, this is nt s simple. Hw many pints each card is wrth is detailed n the verview sheet. Each bnus card cunts n its wn. (E.g., if yu have bth Chimneys, yu will scre them separately.) Sme bnus cards are capped at pints (indicated by the term max. pints ). Take Tw Stairways OR Instead f building, yu can discard ne f yur face-up duble tiles t take up t tw stairway tiles frm the general supply. Imprtant: When taking this actin, yu may nt trap any fairy tale characters. (Nrmally, yu nly cnsider this actin if yu cannt place a duble tile.) If yu built yur huse such that yu cannt place a duble tile any mre, yu must chse the Take Tw Stairways actin. If the supply is ut f stairway tiles, yu get nthing. Yur turn ends immediately, but yu must still discard a duble tile. END OF TURN If yu have face-dwn duble tiles left in yur persnal draw pile, take ne and place it face up in frnt f yu (s yu have three face-up duble tiles in frnt f yu again). Replenish the character line t 4 face-up cards again, if need be, by drawing cards frm the draw pile and placing them face up in the line. Cmpnent Cunt: The general supply is limited. If yu run ut f stairway r wild tiles, yu d nt get any. The same applies t gingerbread tkens, if ne type is unavailable temprarily. Imprtant: If ne type f gingerbread is unavailable, yu d nt get anther type in its place. If all wild tiles are gne, yu can still trap fairy tale characters; yu simply will nt get any wild tiles fr that. Supply Limits: At n pint in the game may yu ever have mre than 0 gingerbread tkens, 4 stairway tiles, 3 bnus cards, and attracted character cards at the same time. At any time, yu can discard gingerbread tkens frm yur persnal supply (returning them t the general supply), withut any cmpensatin. The same applies t attracted characters: yu can return them t the bttm f the draw pile at any time, e.g., t make rm fr new nes. BUT: Yu may nt discard yur bnus cards. GAME END AND SCORING Even witches need t rest eventually! The game ends when n witch has any face-up duble tiles left in frnt f her. Then tally yur scres and determine the winner, using the prvided scring pad: Each trapped character card is wrth the printed number f pints. (Remaining attracted characters at yur gate d nt cunt.) In the intrductry game, each bnus card has a fixed pint value. In the standard game, the bnus cards d nt have fixed values. The card texts tell yu hw many pints the bnus cards scre. (The bnus cards are explained in detail n the verview sheet.) Finally, yu get pints fr the gingerbread tkens left in yur supply. Every tw gingerbread tkens are wrth pint (runded dwn). The types d nt matter fr this. 7

8 The witch with the mst pints wins. In case f a tie, cmpare the heights f yur huses, i.e., the number f cmplete and incmplete levels the taller huse breaks the tie. If still tied, enjy yur shared victry. Special case: In the very unlikely event that all stairway tiles are gne and n player can place a duble tile any mre, the game ends prematurely. Scres are tallied as nrmal. Scring example fr the standard game: Alice has trapped 7 fairy tale characters: She scres = 36 pints fr that. Hunter Tm Thumb Rapunzel Dragn Frg King Griffin Rübezahl Alice has the fllwing 3 bnus cards: ROLLinG Pin BROOM CHiMnEy per character shwing max. pints /3/6/9/ fr //3/4/5 bad-tempered characters max. pints 6 4 fr at least 6 levels (cmplete r incmplete) Rlling Pin: She scres additinal pints fr the Hunter, the Dragn, and the Frg King, which is wrth 3x=6 pints ttal. Finally, Alice has 7 gingerbread tkens left in her supply: She scres 3 pints fr that. Brm: Alice has 3 bad-tempered fairy tale characters (Ruebezahl, the Dragn, and the Frg King). This is wrth 6 pints. Alice Chimney: Alice has five levels in her huse, f which fur are cmpleted. Unfrtunately, this is nt enugh. She des nt scre any pints fr this bnus card. In ttal, Alice has =5 pints. Designer: Phil Walker-Harding Illustratins: Andy Elkertn Editing: Ralph Bienert, Grzegrz Kbiela Graphic Design: atelier98 08 Lkut GmbH Elsheimer Straße Schwabenheim Germany Questins, suggestins r criticism? Cntact us at: buer@lkut-games.de If yu have any damaged r missing parts, please cntact us at: parts.asmdeena.cm 8

9 BONUS CARDS OVERVIEW 8 CHiMnEy 9 fr at least 8 levels (cmplete r incmplete) CHIMNEY ( cards ttal): Chimneys reward yu fr building a tall huse: a 6- and 8-level huse is wrth 4 and 9 pints, respectively. The levels d nt have t be cmpleted t cunt. Yu d nt get any pints frm a Chimney if yur huse has fewer levels than required. CAULDROn per nn-human character max. pints CAULDRON ( cards fr humans and cards fr nn-humans) Cauldrns reward yu fr trapping a lt f humans r nn-humans. Depending n the Cauldrn, yu get r pints fr each trapped character f the respective type. Yu can get at mst pints per Cauldrn. (Nte that Hansel and Gretel shw tw human symbls, i.e., they cunt as cards fr the respective Cauldrn.) BROOM per cheerful character max. pints BROOM ( card fr cheerful characters) This Brm rewards yu fr trapping a lt f characters with the cheerful symbl. Yu get pints fr each such character. Yu can get at mst pints frm this Brm. BROOM /3/6/9/ fr //3/4/5 bad-tempered characters max. pints BROOM ( card fr bad-tempered characters) This Brm rewards yu fr trapping a lt f characters with the bad-tempered symbl. The fllwing table shws hw many pints yu get. Yu can get at mst pints frm this Brm. Pints Pint 3 Pints 3 6 Pints 4 9 Pints 5 r mre Pints Example: Clarissa has trapped fur bad-tempered characters: this is wrth 9 pints.

10 BONUS CARDS OVERVIEW BAKinG OvEn Fr each matching symbl n the tiles in yur huse, get Then flip the card. Example: Dale has just cmpleted a new level f his huse and selects this Baking Oven. BAKING OVEN ( card fr each type f gingerbread) Baking Ovens are nt nly wrth pints at the end f the game. When yu take a Baking Oven, yu immediately get gingerbread tkens f a particular type. Cunt hw many symbls f that type are currently shwing in yur huse. Then take an equal number f gingerbread tkens f that type frm the general supply. (Remember the limit f 0 gingerbread tkens in yur supply.) Then turn the Baking Oven t the reverse side (withut text). At the end f the game, yu will get pints fr the Baking Oven. There are currently 3 red gingerbread symbls in his huse. As a result, he receives 3 red gingerbread tkens frm the general supply and turns the Baking Oven t the reverse side. 3 TREASURE CHEST 3 fr at least 3 cmpleted levels TREASURE CHEST ( cards ttal) Treasure Chests reward yu fr cmpleting many levels f yur huse: 3 and 4 cmpleted levels are wrth 3 and 5 pints, respectively. Yu d nt get any pints frm a Treasure Chest if yur huse has fewer cmpleted levels than required. ROLLinG Pin per character shwing max. pints ROLLING PIN ( card fr each type f gingerbread) There is ne Rlling Pin fr each type f gingerbread. Cunt hw many characters yu have trapped shwing the respective type f gingerbread (as their cst ). Yu get pints fr each such card (regardless f hw many symbls it shws). Yu can get at mst pints per Rlling Pin. (Cards like Hansel & Gretel d nt cunt fr this, because they d nt shw any particular type f gingerbread.) 4 MAGiC WAnD per character with at least 4 gingerbreads max. pints MAGIC WAND ( cards ttal) Magic Wands reward yu fr trapping a lt f expensive characters. Yu get and pints fr each character csting 4 and 6 gingerbread tkens, respectively. Yu can get at mst pints per Magic Wand.

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