Aladdin's Flying Carpet
Aladdin's Flying Carpet Rulebook
Table of Contents
Table of Contents
Contents
Zéphir the flying carpet, 32 treasures, a game platform, an articulated arm, a bag, a replacement string, and the rulebook.
Goal of the Game
Load treasures onto Zéphir the flying carpet without making it fall.
Setup
- Insert the base of the articulated arm into its notch, then straighten it upright.
- Bring Zéphir close to the tip of the arm. It stays suspended in the air... drawn as if by magic, while being held by the string.
- Set the difficulty level by turning the scorpion to the left or to the right. The carpet moves closer to the magnet (easier) or farther away from it (harder).
Gameplay
The player who owns the largest carpet at home begins the game. Play then proceeds clockwise.
- The player whose turn it is places their hand in the magic bag and takes out one treasure at random, without choosing it.
- They must then place it carefully on the carpet. It is then the next player's turn.
If a player makes treasures fall from the carpet during their turn, they must pick them up and place them again on the carpet. As a penalty, they must draw again and play again.
End of the Game
As soon as a player makes Zéphir fall, the game is over. That player has lost and, as a penalty, must pick up all the treasures and put them back into the bag.
Precautions
- The scorpion sets the difficulty level. Turn it to the right or to the left until the desired distance is reached.
- Be careful: the carpet must not be stuck to the tip of the arm. Otherwise, it will not be able to fall.
- A replacement string is supplied. If needed, turn the platform over and attach the end of the string to the pivot, passing it through the 2 small holes. Tie a double knot (fig. 1). Then pass the string through the hole that goes through the platform (fig. 2), before tying its other end to the ring under the carpet (fig. 3).