Die kleine Hexe
Die kleine Hexe Rulebook
Table of Contents
Table of Contents
Game Components
- Three-dimensional structure with sky, 4 wooden sticks, 1 little witch, 1 magnetic holder made of wood with a three-part chain, 1 magnetic ball, 1 two-part chain, 1 Abraxas raven to hang on, 9 church towers, 9 church spires, 1 figure of raven Abraxas, 1 figure of Mume Rumpumpel, 13th Cards with original illustrations, 1 picture board with 13 pictures, 1 time line, 26 blue chips, 2 feet, 1 plastic insert for playing, 26 cardboard chips (each twice the same color)
Goal of the Game
Who can do a lot of good deeds with the little witch and collect the most blue chips?
Before the First Game
Let adults or older siblings help you!
Carefully remove all parts from the punching boards. To assemble the little witch to "fly", take the magnetic ball, the magnetic holder made of wood with the four-link chain and the two-link chain from the bag. To connect the chain links are each bent a little apart, "threaded" through the holes of the figures and then bent back again (see illustration) so that the chain links are completely closed again. Let adults or older siblings help you with this!
The three-link chain, which is attached to the wooden magnetic holder, is fed through the upper hole of the little witch (from the punching board). Then you connect the little witch and the raven Abraxas (from the punching board) with each other with the help of the two-part chain. There are two ravens in the punching board - here you take the smaller raven with the hole.
Preparation
The Plastic Insert, the Church Towers and the Sky
The game is played in the box. Take out the game components, put remains in the box. Place one of the brown cardboard rings on each of the four holes in the corners of the plastic insert and press the rings down until they "click into place". Now the four wooden sticks are inserted through the rings into the insert.
To assemble the nine church towers, you put a long lower and a short upper part together at the slots. Then you put the completed church spires into the slots of the insert and place a red church spire on top of each. For the number of church towers, see "Variants" at the end.
Finally, the punching board with the "sky" is placed on the four wooden sticks and carefully pressed down to the cross sticks.
The Little Witch
The little witch, who is connected to the magnet and the raven by the chains, is attached to the "sky" at any point with the magnet and the ball. Try flying with her by pushing the ball back and forth. The broom is sometimes unpredictable and it is not always easy to fly around the church spires.
13 Cards, 26 Chips
You put the 13 cards, with the drawings facing up, next to the box so that no cards are on top of each other. Before you turn over the cards, you can look at the pictures. If you are more experienced or want to make the game more difficult, lay it out with the back, that is the side with the raven Abraxas, facing up.
With the 26 chips, each color appears twice: one chip is placed on one of the upturned cards, the second chip in one of the round recesses in the insert. In both cases the chips are distributed randomly and differently before each new game.
Figure Raven Abraxas and Panel
The raven Abraxas is put in a stand and placed next to the picture board.
Timeline and Character Mume Rumpumpel
The two parts of the timeline are placed one on top of the other. It shows a year of witches that begins after the Walpurgis Night on May 1st and ends with the next Walpurgis Night at the end of April. The Mume Rumpumpel is put in a stand and placed on the first field, May 1st.
Place the 26 blue chips next to the picture board.
The Game Begins
The game is played clockwise, the youngest player goes first and is the starting player. There are always two players involved in every turn: the first player, who moves the little witch, and his left neighbour, who plays the raven Abraxas. These roles change in turn to the left neighbours after each round.
The raven player decides which good deed the little witch should do. To do this, the player places the raven figure on one of the images on the picture board.
Tip: There you can see the pictures from the book "The Little Witch". Maybe you know the stories? Then you can tell what deed the witch is supposed to do. For example in the picture with the women in the forest: "Little witch, you should fly to the women in the forest and conjure up the wind so that they can collect a lot of wood." Or: "Little witch, help the women in the forest collect wood!"
How does the starting player manage to help the little witch with this good deed? He first thinks about under which card this picture could be hidden. The cards may not be turned over! There is a coloured chip on the card under which he suspects this image. The same chip can be found in the insert in the box, in one of the hollows. That is where the little witch has to fly!
Example: If the witch player believes that the picture with the women in the forest is under the card with the red chip, he looks for this red chip during the mission. There he "flies" with the little witch to do the good deed.
The Little Witch Flies
The little witch starts at the point where she got stuck at the end of the last flight. So sometimes the player is closer to the desired destination and sometimes further away.
The player moves the little witch by pushing the ball back and forth on top of the "sky" - this causes the little witch to fly across the playing field. The player can always see how the witch is moving and where it is flying. Sometimes the broom is a bit unpredictable though!
During the flight with the little witch, the player may not throw down the top of the church tower. If one or more spires fall, the turn ends immediately. This also applies if the little witch "crashes" by mistake. You can then no longer fly to the destination. In both cases, Mume Rumpumpel moves one space forward on the timeline. The player to the left of the starting player becomes the new witch player, his left neighbour becomes the next raven player.
Arrived at the Destination
A destination is considered to have been reached when the raven Abraxas, who hangs under the little witch, hovers over the chip of the color you are looking for - and when all the church spires remain on the towers during the flight! The player may now turn over the card that is covered with the chip of the same color.
Example: The little witch and Abraxas hover over the red chip. The player turns over the card on which the red chip is lying.
Now everyone looks to see whether the picture on the face up card matches the motif on the picture board with the figure of the raven Abraxas.
Do the two pictures match? Then the little witch has found the right place! The player receives a blue chip as a reward. He places a second blue chip on the motif of the picture board that he has just found. In this way you can always immediately see in the game which good deeds the little witch has already done, because each good deed only comes once.
The card is turned over again and the coloured chip comes on top. It is the turn of the next players: the new starting player (with the little witch) and his left neighbour (with the raven Abraxas).
Do the two pictures not match? Too bad, then the player does not receive a blue chip! The card is turned over again and the coloured chip is placed on it. The picture on the picture board does not get a blue chip because the good deed was not done. Mume Rumpumpel moves one space forward on the year track. It is the turn of the next players: the new starting player (with the little witch) and his left neighbour (with the raven Abraxas).
The Game Ends
EITHER if there is a blue chip on the picture board and all 13 good deeds have been done. Hooray! Thanks to your help, the little witch became a "good" little witch. She is now allowed to take the witch test in front of the great witch council and you win all together with her. The player who has the most blue chips in front of him has helped the little witch the most and will become her best friend. And he can fly a lap of honor with her! Hey, Walpurgis Night, little witch!
OR when Mume Rumpumpel reaches the last calendar space before the little witch has done all the good deeds. Then the little witch is unfortunately not a "good" witch in time to become. Abraxas therefore does not yet allow her to appear before the witches' council on Walpurgis Night. Pity! All players lose together with the little witch against Mume Rumpumpel ... However, the little witch does some magic and names the player with the most blue chips the winner because he supported her the most!
Variants
Number of church towers: You can decide yourself how many towers you play with. The more towers you take, the harder it will be to fly around with the little witch. It is best to start with a few towers - you can distribute them as you wish. There are towers with two and some with four "pinnacles" for the church spires - the fewer pinnacles, the easier it is for the peaks to fall. You can put together your desired "level of difficulty" yourself.
The player does not have unlimited time when flying! The players slowly speak a magic spell, for example "hocus-pocus dibus, three black cats, three black raven filth, little witch, fly to the right place!" When the spell is over, the player and the little witch must have arrived at the desired location - without knocking off the spires of the church! At the beginning you can say the spell twice so that the player has more time to get to the desired location. With younger players, players should speak slowly.