Die Schule der magischen Tiere: Licht aus!
Die Schule der magischen Tiere: Licht aus! Rulebook
Table of Contents
Table of Contents
Components
- 2 dice
- Game board, in 2 parts
- 4 round "Magical Animal" chips (Rabbat, Henrietta, Eugenia, Karajan)
- 8 event cards "Miss Cornfield"
- 1 "Caretaker Wondraschek" card
- 4 "Child" cards (Ida, Benni, Eddie, Helene)
Object of the Game
You play together. If you manage together to bring every magical animal to its child before Caretaker Wondraschek reaches the end of the corridor with his flashlight, you have won the game. If the caretaker reaches the end of the corridor before the animals are with their children, he wins and you have unfortunately lost the game.
Setup
After carefully punching all parts out of the punch sheet, lay out the components on the play area as shown in the picture below.
Setup diagram labels: Animals' start space; 4 spaces for Wondraschek; door space; transition from the middle corridor to the side corridor.
The game board is put together like a puzzle and placed in the middle of the play area so that everyone can reach it well. Shuffle the four "Child" cards and place one face-down on each door space of the board. The cards are not turned over. Take the round animal chips and place them on the animals' start space. Place the "Caretaker Wondraschek" card directly in front of the board. Now take the event cards "Miss Cornfield", shuffle them well and lay them face-down in a row next to the board.
Now it can begin!
Gameplay
Play proceeds clockwise. The youngest player begins. A turn consists of two actions:
- Reveal an event card
- Roll the dice
1. Reveal an Event Card
When it is your turn, first turn over an event card and carry out the action described on it. Exception: on the very first turn no event card is drawn; you begin your turn by rolling the dice.
The event cards can help you, but they can also move the caretaker forward. Once you have carried out the action, place the event card face-down on the other side of the board. If an action cannot be carried out, nothing happens. Place the event card on the other side of the board regardless.
Only once you have revealed all the event cards on one side of the board do you switch to the other side of the board and reveal the cards there as described above.
Tip: Remember which event card is where!
2. Roll the Dice
When it is your turn, first roll the white die. Afterwards you may decide whether you also want to roll the blue die. Rolling the blue die is optional.
Exception: if, with the white die, no animal can be moved because you rolled a flashlight, the animal is caught, or the animal is already with its child, you must roll the blue die.
Afterwards, either the animals or the caretaker are moved.
Color Rolled?
For each color you roll, you may move the chip of the matching animal forward one space: red for the fox Rabbat, yellow for the tortoise Henrietta, purple for the cat Karajan, green for the bat Eugenia. White is a joker: you may choose any animal to move forward one space.
Note: only one animal may stand on each space! If a space is already occupied by another animal, the animal may move on to the next free space.
Flashlight Rolled?
If you have rolled a flashlight with both the white and the blue die, you have been lucky: nothing happens and the next player is up.
If you have rolled only one flashlight, whether with the white die or the blue die, your turn is over and the caretaker is moved forward one space. The caretaker first moves one staircase step, then one space forward in the middle corridor. He only ever moves in the middle corridor and never moves onto the side corridors. Animals are not moved in this case!
Animal Discovered!
If the caretaker moves onto a space that has an animal on it, he has discovered that animal. The animal turns to stone and the caretaker takes it with him. Place the chip on the light beam of the caretaker's flashlight.
This animal is now caught and may only be moved again once it has been freed (see below). When the caretaker moves forward, the caught animal is moved along with him. Several animals may be caught at the same time.
When you have finished your dice action, pass the dice to your left-hand neighbour; he is now up. First he must reveal an event card, then he rolls the dice.
How to Free a Caught Animal
When the caretaker has caught an animal, there are two ways to free it:
- With an event card: you reveal a matching event card ("An Animal Gets Free" or "An Animal May Advance Two Spaces").
- By rolling the dice: you roll the color of the caught animal with both dice, or the correct color once and white once.
If you have freed an animal, place it in the middle corridor two spaces in front of the caretaker, in the direction of travel. If that space is occupied, place it on the next free space. If there are no two free spaces left in the middle corridor, place the animal on the next free space in one of the side corridors.
Note: to free an animal, it is not enough to roll the animal's color with just one die, or to draw the event card "An Animal May Advance 1 Space"!
How to Bring the Animals to the Children
As soon as a magical animal enters a door space, you may look at the child behind it:
- The magical animal has found its child: if the child card is the one that belongs to this animal, the child card stays face-up. The next time the animal's color is rolled, you may place the chip on the child card. The magical animal can now snuggle into its sleeping bag with its child.
- The magical animal has found a different child: if the animal stops in front of another child's door, that child card is turned face-down again. The animal keeps searching for "its" child.
Remember where each child card lies!
The following children and animals belong together:
- Ida and Fox Rabbat
- Benni and Tortoise Henrietta
- Eddie and Bat Eugenia
- Helene and Cat Karajan
How the Game Ends
- You win: if you have managed to bring all the animals to their children, you have won together. The animals are safe, and nobody has noticed the magical animals. The secret of the magical pet shop has been kept.
- You lose: if the caretaker has reached the end of the corridor before all the magical animals are with their children, you have unfortunately lost. The caretaker has noticed something and will take a closer look at the strange plush animals that Miss Cornfield's pupils always carry around.