1-2-3 Tolle Hexerei
1-2-3 Tolle Hexerei Rulebook
Table of Contents
Table of Contents
- Contents
- Setup
- Sausewind, jetzt geht's los (Whirlwind, now let's go)
- Verhext, noch mal (Hexed, once more)
- Der Tanz geht weiter (The dance goes on)
- Die Belohnung (The reward)
- Die erste Spielrunde ... (The first round of play ...)
- Auch Hexen haben Glück ... (Even witches get lucky ...)
- Der Hexentanz ist zu Ende ... (The witches' dance is over ...)
- Gewonnen ... (Winning ...)
Contents
- 1 game board (Spielplan)
- 4 witches with stands (Hexen mit Aufstellfüßchen)
- 4 ravens with stands (Raben mit Aufstellfüßchen)
- 12 gems (Edelsteine)
- 1 die (Würfel)
- 1 rulebook (Spielanleitung)
Setup
- Each player takes a witch and places her in the witch's hut (Hexenhäuschen) with the door of the same colour.
- Each witch belongs to a raven of the same colour. The raven is placed in the tree, bottom left, at the edge of the game board. The ravens are already restless; they are ready to start.
- The beautiful gems are placed next to the game board, near the treasure chest. What a fortune!
Sausewind, jetzt geht's los (Whirlwind, now let's go)
The youngest witch begins.
The die determines the tempo. Each pip on the die is one movement field (Lauffeld). The magic wand (Zauberstab) has a special meaning. You may move in all directions, 1 to 4 fields each time.
Verhext, noch mal (Hexed, once more)
Witches, now pay attention, here comes the most important part!
If you want to get to the gems, you have to hex the other witches. That is quite simple. You move towards each other. If a witch, in her wild dance, lands exactly on the field of another witch, the other witch is hexed by the touch and flies back into her witch's hut.
The victorious witch cackles to herself and lets her raven take off. The raven flies to the nearest cloud of the same colour and rests there.
Der Tanz geht weiter (The dance goes on)
Witches never get tired, and they are fiery daredevils. No witch stays in her hut. With the next roll of the die, the witch goes back into the dance arena and goes after the nearest witch, until one of them is hexed again.
Example: The red witch meets the yellow witch. The yellow witch flies furiously into her hut. The red witch cackles and lets her raven fly to the nearest red cloud. The next player rolls the die. And so on, until the respective raven reaches its last cloud, its fifth cloud. Now it matters which raven is in front.
Die Belohnung (The reward)
The first raven that leaves its last cloud flies to the treasure chest and receives as its reward a gem of its own colour. For safety, the raven puts this gem into one of the caves, any one.
Die erste Spielrunde ... (The first round of play ...)
... is now over. All witches and ravens fly back to their starting positions to start again.
Auch Hexen haben Glück ... (Even witches get lucky ...)
... for example when the magic wand is rolled on the die. The magic wand is a lucky charm. The witch who rolled it beams all over her face and lets her raven fly to the next cloud of the same colour. Or, if it fits, even onto the treasure chest.
Der Hexentanz ist zu Ende ... (The witches' dance is over ...)
... either when all 5 caves are filled with gems, or when a fiery witch manages to have her cheeky raven grab gems three times. That means when she possesses 3 gems.
In the wild dance it can also happen that 2 witches are equally strong and have each placed 2 gems in caves. Then there is a witch duel. Both witches go into their witch's huts, roll the die and fly at each other until one of the two is hexed. The winning witch has won.
Gewonnen ... (Winning ...)
... is always the witch who, whizzing along on her broom, hexed the most other witches and, through her raven friend, pilfered the most gems.
Viel Spaß ihr feurigen Hexen! (Have fun, you fiery witches!)