Clumsy Witch
Clumsy Witch Rulebook
Table of Contents
Table of Contents
Contents
- 1 game board
- 1 Witch Clumsy
- 1 magician Fex
- 1 witches' die tumbler
- 19 cauldron tiles
- 10 ingredient tiles
- 13 potions
- 4 dice (purple, green, blue and orange)
- Set of game instructions
The Fex Effect
The game instructions contain a number of variations, each of which change the procedure of the game and sometimes also require an inversion of the actions. Before starting to play you determine which rules apply. So each time the players have to remember the different rules and adhere to them in order to win.
By adapting over and over again to the different conditions they train their executive functions. Through the Fex effect different executive functions are trained not in isolation from each other but together. The specialists call this an executive system.
We recommend playing the basic version first, before integrating the Fex rules, step by step.
Preparation
Place the game board in the center of the table. Randomly distribute the 10 cauldron tiles, with the ingredients face-up on the cauldrons as shown on the game board.
Place Witch Clumsy on any square in front of a cauldron. It is important that she faces clockwise.
Place the 10 ingredient tiles around the game board. Get the shaker, the purple die and the potions ready. Magician Fex and the other dice are kept in the game box, as they will be needed later for a different variation.
How to Play
Play in a clockwise direction. Whoever can pronounce the funniest magic spell may start.
You have to try to help Witch Clumsy find the last missing ingredient for the potion. The neighbor on your left shakes the tumbler, places it down on the game board and then lifts up the tumbler. Now you have to try and remember the number of dots shown – but be quick, you don't have much time.
While you memorize the number of dots the other players pronounce the magic witches' spell:
1, 2, 3, 4, 5, 6 – Fex Seems as if the witch is vexed But what is missing from her brew? Count the dots, the die will tell you.
After the spell, the die is immediately hidden. Now you have to find the missing ingredient. The number of dots on the die, now hidden, gives you the crucial hint. Mentally move Clumsy Witch clockwise as many squares as dots were shown on the purple die.
In front of which cauldron would Witch Clumsy stand? Have a good look at the cauldron. There are nine different ingredients swimming on the surface. But there are 10 ingredients in the game. Figure out which ingredient is missing and take the corresponding ingredient tile.
Watch out: Each cauldron shows one ingredient twice. This is of no importance now, only later when playing the Fex variation.
The other players check your choice. They lift the tumbler and move Witch Clumsy as many squares as dots shown on the die. Then they turn over the cauldron tile where Witch Clumsy is now standing. The backside of the tile shows the missing ingredient.
If you were right and chose the correct ingredient you receive a potion as your reward. The cauldron tile is turned over again and the ingredient tile returned to its place. It's now the turn of the next player.
End of the Game
The game ends as soon each player has had four turns. The player who has collected the most potions wins the game. In the case of a draw there are various winners.
Fex Variations
At first the players only play with Witch Clumsy. Later the other dice and magician Fex come into play and, depending on the dice, the players have to think who moves in which way. Each figure moves differently (for example forwards or backwards) and looks in different directions (for example in the cauldron in front of or behind the figure) for the missing or twin ingredient in a cauldron. By means of this Fex effect, with only one "throw" the rules can be turned on their head.
Choose the dice with which you want to play. The more dice you choose the more difficult the game becomes. Decide if you want to play only with Witch Clumsy or if you also want to incorporate magician Fex. That variation though is only recommended for Fex experts.
a) The purple die
The purple die indicates how many squares a figure is moved.
b) The green die
The green die shows the direction that Witch Clumsy moves (clockwise / anti-clockwise). If Witch Clumsy faces the opposite direction than where she is headed, you have to turn her around before moving her. She always moves facing forward.
c) The blue die
The blue die indicates whether you have to search in the cauldron in front of Clumsy Witch or in the one behind her. If the die shows the blue symbol of the witch's face, you have to search in the cauldron in front of her. If the die shows the yellow symbol of the witches' hat, you have to search in the cauldron behind her.
d) The orange die
Now magician Fex comes into play. Place him on a square in front of any cauldron, facing counter-clockwise. The orange die indicates if magician Fex (= moon) or Witch Clumsy (= star) will be moved.
Watch out: Magician Fex nearly always does the opposite of Witch Clumsy:
- He does not move forward the number of squares indicated on the purple die but backwards. So he faces the opposite direction than the one he is moving in.
- He moves in the opposite direction than the one indicated by the arrow on the green die.
- He does not look for the ingredient missing in a cauldron but for the ingredient that is represented twice there.
- If the blue die shows the face, he has to search in the cauldron behind the witch, if the die shows the witches' hat it's the cauldron in front of him.
The variation with magician Fex may also be played with fewer dice. You can also play without Witch Clumsy and just with magician Fex.
Further Fex variations
The "Beat that!" variation: The figures are placed on the game board after the starting player has memorized the dice. The players can decide freely in front of which cauldron and facing which direction they place the figures.
Quick variation: The players play simultaneously. The dice are rolled towards the center of the game board. Whoever snaps the right ingredient first receives a potion. Whoever collects four potions first wins the game.
Observation: Most variations can be combined with each other.