Das Magische Labyrinth (Reisespiel)
Das Magische Labyrinth (Reisespiel) Rulebook
Table of Contents
Table of Contents
Objective of the game
Which will be the first sorcerer to collect enough magic symbols?
Contents
- (A) 1 labyrinth (4 side parts and 1 game board)
- (B) 24 wall parts
- (C) 12 symbol markers
- (D) 4 sorcerer figures with base
The letters A–D refer to the component illustration printed on page 7 of the booklet. The letters (A), (B), (C) used in "Preparing to play" refer to the step illustrations on the same page.
Preparing to play
(A) First of all, assemble the four side parts and (B) position the game board on top. (C) Then place all wall parts with the coloured side face down into the slot of the game board. Then turn the labyrinth around several times, saying out loud, "Labyrinth turn around, walls disappear, paths reveal themselves!"
Now each player selects a sorcerer figure and places it on one of the corner fields (if two players are playing, place them in opposite corners). All symbol markers are well shuffled and positioned bottom-up next to the game board. Then uncover a symbol marker and place it on the corresponding symbol on the game board. This marks your first goal.
How to play
The last person to have gotten lost, starts the game. The idea is to be the first sorcerer figure to reach the symbol chip on the game board.
When it is your turn, say a colour out loud (red, yellow, green or blue) which you think might be under a wall. Then you pull the wall out of the labyrinth and place it next to the game board.
Wall parts
Right colour
If you have named the right colour, you can move your sorcerer's figure to the next field and you get another turn.
Wrong colour
If you have named the wrong colour or pulled out a wall before you have said a colour out loud, your turn immediately comes to an end. Your figure stays on the same field.
Please note: your figure is not moved back to the field at the start of your turn; rather, it stays in front of a piece of wall that way incorrectly named.
Magic symbols
If you reach the wanted magic symbol on the game board, you are allowed to take a symbol chip. Then reveal a new symbol chip and place it on the game board. If a sorcerer is standing on the field of the newly drawn symbol, the chip is placed on the closest free field along the small arrows on the game board. It is then the next player's turn, playing clockwise.
At the end of your turn, you put all the walls back in the slot. It is up to you to decide where you put which walls. The other players must be able to see which colour is being inserted in which slot.
Other rules
- You can jump over other sorcerer figures. You have to correctly name the colour of the wall of the neighbouring figure and also correctly name one of the other three pieces of wall which neighbour the field of the opposing figure.
- Move your sorcerer horizontally or vertically – you can turn as often as you like. You cannot move your figure diagonally.
End of the game
If two players are playing, the first sorcerer to collect five symbols wins the game. If three players are playing, you need to collect four symbols to win, and if four players are playing, you need three symbols.