A game by Ralf Burkert
Published by Queen
English Translation by Scott Alden
1 Gameboard - contains 26 square water fields of which 15 of them are numbered from 1-15. The land tiles are placed on this board.
5 Player Tablet - 1 Tablet for each player. The remaining 5th material is for the neutral mage.
Example: "2 x forest" means that player has 2 minions which are at home in the forest.
(Box 1 pointing to Stamme)
On the tablet it is noted how many of each type of minion there is for that player.
(Box 2 pointing to Stufe)
The middle table indicates what level magic the player is currently at.
(Box 3 Pointing to Güter)
The lower table is used to keep track of the number of goods a player has.
(Box 4 Pointing to Rundenablauf)
On the right of the tablet is a turn summary chart.
Diagram 1 (showing the Blue Master Marker)
A master marker showing the front and back. It belongs to the blue player and it's home is the grass tile.
Diagram 2 (Showing the Orange "Wüste" Marker)
This minion is in the desert and will manufacture, so it is flipped to its front side.
Diagram 3 (Showing the back of the Orange "Wüste" Marker)
On all other land tiles this minion will not manufacture, so it is flipped to its backside.
40 Master Markers
There are 5 players in the game, 1 set of 8 markers is used for each player. Each minion is characterized by color and picture which states to whom it belongs. The type of land tile in which this minion is "at home" is also specified on the tile. The fron side is full color, while the back side has a lighter colored frame.
As soon as a minion is in it's own land tile, it is turned to the fron side (showing that it has the capability to manufacture goods).
When the marker is in a different land tile than what is specified on it, then the minion should be flipped to its back side.
· If the minion is on its full color side (front side), then it will manufacture goods.
· If the minions is on the side with the frame (back side), then it will not manufacture goods.
5 Magic Towers
The magic tower signifies the place where a mage keeps their goods and magic amulets. The tower is also the "place of birth" for all the minions of this player. Whenever a player or neutral mage brings in a new minion it is placed on the tile where the tower is located.
15 Land Tiles
The 15 large square tiles show landscapes. There are five different landscapes: Moor, forest, Mountains, Wild, and Grass. Each land tile occurs three times in the game. The number shown on each land tile indicates the maximum population of this tile. If the number of minions in the tile exceeds the number, then no manufacturing takes place in that tile.
(1st Diagram - Moor with 2 counters on it)
Example: Landscape "Moor" with two minions. A minion is domestic and will manufacture goods (full-colored side up); the other minion is not domestic and does not manufacture goods (side with the frame up). The population limit of 2 is not exceeded.
(2nd Diagram - Moor with 3 counters on it)
Example: The same landscape tile with three minions. Although a minion is domestic, it does not manufacture, because the landscape is over-populated. The population limit of 2 is exceeded.
5 marking stones
These markers are used to keep track of the number of goods a player has in their tower.
5 spell markers
One spell marker is used for each player to mark the affected tile of their spell.
25 Amulette in 5 types
There are 5 types of amulets: Circle, star, half moon, triangle, and square. Each type of amulet is associated with a certain land type. This shape is shown on the land tile.
Object of the Game
· Collect 5 different amulets in your tower (highest victory condition), or
· Collect 4 different amulets in your tower and at least 10 goods (2nd-highest victory condition), or
· Collect 3 different amulets in your tower and have at least 20 goods(3rd-highest victory condition).
When a player fulfills one of these victory conditions, then the round is played to the end. The player to the right of the first player will be the last player. Thus all players will have the same chance in that turn to win. Whoever achieves the higher victory condition at the end of this last round, wins. If two players at the end of the last round fulfill the same victory condition, then the player with the highest number of goods wins.
Place the game board in the center of the table.
Each player selects a people (color).
Each player receives the tablet of that color, marking stone, spell marker, and bag of minions.
Each player puts their marking stone on the "0" space of the goods table.
Mix up the land tiles face down and place them face up in sequence on the numbered water spaces on the board. Each game will develop a new continent layout.
The remaining people (color) are considered neutral. The tower of the neutral player is placed on the specified field below. Also draw 3 minions from the bag and place them on the same land tile. Use these tiles depending on the color of the neutral player:
· Purple - Place on the mountain tile with the number 4.
· Green - Place on the moor tile with the number 4,
· Orange - Place on the desert tile with the number 4,
· Blue - Place on the grass tile with the number 4 and
· Yellow - Place on the forest tile with the number 4.
Thus there are always 5 players in play.
Example: Purple is neutral. The tower and 3 randomly drawn minions are placed on the mountain tile with the number 4.
Each player now draws 3 minions from their bag. The youngest player begins and play continues in a clockwise direction.
The first player selects any land tile and places her tower and 3 drawn minions on it.
The minions are turned directly on their correct side.
Example: The blue player selected the free desert tile with the number 4. She places the tower and 3 randomly draw minions on the tile. One of the minions is not domestic and is flipped to its backside (framed).
Note for First Time Player: One should note the domestic locations on which your dominions are. You should not set the tower on a land tile in which your own minions will not be domestic. The tower is the "place of birth" of all new minions. This land tiles should not exhibit too small a number, since it will be quickly over-populated. However you should not stray too far away from other players since this is the only way to receive magic amulets.
The first player sets the tower and 3 minions in the land tile, then the 2nd player places, and so on...
There may only be one tower in a land tile.
Explanation of a Round:
Each player performs all 6 phases of a round one after the other, then the next player goes, and so on...
1. Spell Removal:
If the player cast a spell in the preceding round, then that spell must now be removed from the board. (See phase 6: Spell Casting.)
The number of magic actions a player may take is based on the current amulet level. Players may always perform at least one action (even if they don't have an amulet). The following magic actions are possible:
· Pull one a new minion out of your own bad and place it on the land tile where your tower resides.
· Shift a land tile. The tile may be pushed onto a free, adjacent water space. Diagonal shifting is not possible. You may push a tile off one side of the board, and it will "wrap around" to the other side as long as there is a empty water space. (see also "movements beyond the edge of the board", Page 8)
· Pull a new minion from a neutral player's bag. Place the minion on the land tile where that player's tower resides.
· Move a neutral player's minion to an adjacent tile. Diagonal movement is not possible. Minions may not enter water spaces.
The possibilities described above represents only one action. If a player is e.g. in magic stage three, then she can implement three actions.
Example: Player blue reached the stage 3, so she may perform 3 magic actions each round.
At the beginning of the game all players can carry out a magic action. Later in the game, one may accomplish a magic action for each amulet, which has been returned to that player's tower. Thus, a player with 2 amulets may perform 2 actions, etc
The selection of magic actions is arbitrary. A player may perform the same action several times.
· All of the player's minions may be moved 1 space.
· Diagonal movement is not possible.
· Water spaces may not be entered.
· Minions may "wrap around" the edge of the board as long as there is a valid land tile on the opposite side of the board.
· Only at the end of the movement phase may an amulet be delivered to the player's tower.
· Minions that are carrying amulets move like all other minions.
4. Amulet Purchase
Players may only possess amulets through a purchase.
· Amulets are acquired from foreign manufacturing minions (i.e. color of another player or neutral player). Note: Minions that are currently carrying amulets may not be bought from since they are not currently manufacturing.
· When buying an amulet you must have one of your own minions in the land tile in which the amulet is to be bought. It doesn't matter whether or not that minion can manufacture.
· The price of the amulet depends on the current stage of the purchasing player. If a player is currently on stage 2, then each amulet costs 3 goods. If a player doesn't have an amulet, then the cost is 1 good. Amulets, which are not yet in the tower, do not count.
· Remove the necessary number of goods from the buying player's table.
· The player then receives an amulet of the type specified in the land tile. The amulet is placed on the minion that is in that land tile for the purchase.
· The player, who is the seller, receives 1 good (no matter what the cose of the amulet was). This good is marked on the player's goods table.
5. Manufacturing Phase
· After movement and amulet sales are conducted, the minions of the current player manufacture goods.
· Each minion that is able to manufacture that player receives 1 good. Note this good on the player's goods table.
· Minions only manufacture in domestic tiles and non-overpopulated land tiles.
· Minions that carry amulets do not manufacture.
Example: There are 4 minions of the blue player in the figure. 3 of the minions manufacture and one does not. The player should mark 3 goods on her table.
6. Cast a spell
Casting a spell is used to prevent changes in the position of the landscape.
· A spell marker may be placed on a land tile or water tile, and remains lying there until the player's next turn (phase 1).
· A landscape that has a spell marker on it may not be shifted.
· A water space with a spell marker may not have a land tile shifted over it.
· The player does not have to use her spell marker.
Notes on Magic
At the beginning of the game the player doesn't have any magical amulets. Nevertheless the players may perform a magic action as described in phase 2. In order to achieve higher stages, the player must acquire amulets and bring them to their home tower.
· A minion may only carry 1 amulet.
· A minion which carries an amulet never manufactures goods.
· When a minion reaches the home tower, the amulet is placed on the player's table on the lowers number space. This amulet now is in the tower.
· If the player has a 2nd amulet in the tower, then the player attains the stage 2 magic immediately. If a 3rd amulet is added, the she attains stage 3, etc The number of amulets is marked on the player's table.
· Players must acquire different amulets. You may not purchase an amulet that you have already bought (even if it is not already in the tower).
Both minions, and land tiles can be moved beyond the edge of playing field. The earth is formed in a sphere. The movement of the tile/minion moves into the space on the opposite side of the board ("Wrap around").
A land tile may be shifted into an empty water space. The minion may only be moved beyond the edge of the board if there is a land tile on the other side. A minion may not enter a water space.
If a player fulfills one of the victory conditions (see play goal on P. 3), then the round is played to the end. Whoever achieves a higher victory condition wins the game.
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