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Abra Chadabra

Abra Chadabra Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • Turn of Play
  • Animals & Objects
    • The White Rabbit
    • The Black Cat
    • The Ball of Wool
    • The Vision Potion
    • The Grimoire
    • The Magic Feather
  • Points
    • Earning a Diploma
    • Failing the Exam
  • End of the Game
  • Word from the Festival
    • Credits

Components

  • 12 Green Magic cards
  • 12 Yellow Magic cards
  • 12 Red Magic cards
  • 12 Blue Magic cards
  • 5 Diploma cards
  • 1 Magic Feather card (+3)

Also have something to count points with!

Goal of the Game

The game is played as a succession of exams, each of which earns you a grade. These grades are your points!

The goal of the game is to have the most points at the end of the game.

Setup

Before each exam, set out all the material in the center of the table.

A. Lay out the Diploma cards in ascending order. On their light face for the first round, then on their dark face for the second round, and so on until the end of the game.

The Diploma cards are numbered 4, 5, 6, 7, and 8.

B. Thoroughly shuffle the Magic cards by category, then lay them face down to form the four draw piles.

  • Green Magic — the easiest
  • Yellow Magic — the intermediate one
  • Red Magic — the difficult one
  • Blue Magic — the chaotic one

C. Also set out the Magic Feather.

D. Determine turn order: the last person to have performed a magic trick starts, then take turns in clockwise order. The witch with the highest score starts the following rounds!

Turn of Play

During the exam, each of you draws one and only one card on your turn!

A. Draw a Magic card — mandatory Choose one of the 4 draw piles, take the top card, and lay it face up in front of you.

Note important: the backs of the draw piles show you how the cards are distributed!

B. Validate a Diploma — optional After drawing, if you have the exact number of rabbits in front of you matching one of the available Diplomas, you may take it.

Careful, this ends your exam — you will not be able to draw any more cards this round.

Animals & Objects

During your exam, you will conjure up various animals and objects!

The White Rabbit

Conjuring rabbits is the goal of the exam. But if your number of rabbits exceeds the highest Diploma still available, it is direct elimination and you score 0 points!

The Black Cat

So cute, but be careful to keep it under control. Each cat earns you 1 bonus point. However, if you draw three black cats, it is direct elimination: you then score 0 for this round!

The Ball of Wool

What luck! The ball of wool lets you hold a cat, so you can have one more.

The Vision Potion

The vision potion is drunk right before you draw your Magic card: secretly look at the top two cards of the draw piles of your choice. Keep one and put the other back where it was. Then remove the potion you drank from the table.

The Grimoire

When you conjure up a grimoire, you may take the magic feather! If you forget to claim the feather on the turn you draw the grimoire, too bad for you — you should have paid attention.

The Magic Feather

The magic feather gives 3 bonus points to whoever holds it at the end of the exam. Careful, anyone else can take it from you on their turn as long as the exam is not over.

Points

As soon as everyone has a Diploma or is eliminated, the exam ends and you then count the points for the round!

Earning a Diploma

Your Diploma represents your points. Add to it the bonus points from black cats and, if you have it, from the Magic Feather.

Failing the Exam

If you conjure up three black cats or too many rabbits, it is a flat zero. No bonus applies, you score no points.

Once the points are counted, set up a new exam (see Setup) and turn the Diplomas over to their other face.

End of the Game

As soon as an apprentice witch totals 22 points or more by adding up the points from all exams, the game ends!

The person with the highest total points wins! In case of a tie, victory is shared.

Word from the Festival

The Alchimie du Jeu association strives, with the help of its 500 volunteers, to organize a weekend-long festival to delight game lovers and curious newcomers eager to discover this magical universe.

Last year, the fairytale idea of publishing a 100% Toulouse-made game came to us. That is how DÉDALE was born, and you were numerous to vote it your favorite.

Given this success and the pleasure we had through this incredible adventure, we decided to take a few ingredients again to brew a new gaming potion.

By buying this game, you support an entirely volunteer-run and free festival, as well as local gaming industry players, all while giving yourselves beautiful moments of play with friends or family.

We want to thank all the gaming industry players who allowed the magic to work to bring Abra Chadabra to life: MALT, the author Guillaume Labrousse, Jérémy Partinico for his development work, the publisher Subverti (in the person of Yoann Brogol), the illustrator Marion Pradet, and of course you, our beloved audience.

The Organizing Committee of the Festival Alchimie du Jeu

Credits

  • Author: Guillaume Labrousse
  • Illustrator: Marion Pradet
  • Developer: Jérémy Partinico
  • Publisher: Yoann Brogol
  • Publishing house: Subverti