Fairy Tale in My Pocket
Fairy Tale in My Pocket Rulebook
Table of Contents
Table of Contents
Object
Stop the wedding by waking the sleeping princess with a rose and getting her back to the castle before the sun sets.
Players
Can be played solitaire or as a multi-player cooperative. If played cooperatively, simply take turns controlling the peasant.
Contents
- 16 area tiles (8 Forest, 8 Kingdom)
- 10 development (dev) cards
- 3 special item cards (purple background)
- 10 regular item cards (blue background)
- 2 goal cards (yellow background)
- Health, Defense, Gold, & Time card
- Items, Goals, & Events card
Also needed: A pawn and markers for tracking.
Setup
- Place the Lake tile on the table and put a pawn on it. Set aside the Kingdom Path.
- Shuffle the Forest tiles (marked with a tree) and the Kingdom tiles (marked with a crown) into separate facedown stacks. Place the Kingdom Path tile on the top of the Kingdom stack.
- Shuffle the development cards, and set aside the top 3 cards facedown.
- Randomly choose one of the three special item cards (wand, boots, and mirror).
- Mark your starting values: Health (6), Attack (1), and Gold (1). You have a limit of 8 Health points and 6 Gold points.
- Note the starting time (sun highest in the sky).
Turn Sequence
- Choose whether to explore a new area or return to a previous tile.
- If you choose to explore a new area, pick the top tile from the appropriate facedown stack, attach it to your current tile, and move your pawn to the new tile. At the beginning of the game, you will be choosing from the Forest stack. After you wake the princess and find the Kingdom Path, you will draw from the Kingdom tiles.
- Draw a development card, even if you are revisiting an area. If there are no cards left, see Time Passes. Look at the text next to the current game time. a. Villain (robbers, troll, witch, dragon): See Facing Villains below. b. Good deed (+Gold): You may decide whether or not to perform the good deed. It takes time, but you will be rewarded for your helpfulness. If you decide to do it, discard the next card and adjust your gold level. Otherwise, leave your gold at its current level. c. Peddler: You may purchase or trade for an item. All of the items on the cards in the discard pile (including the peddler card, but not the three cards that were set aside earlier) are available for sale or trade at the price shown under the item. You may purchase one item with gold or you may trade an item or a combination of items and/or gold as long as it has an equal or greater value than the item you are buying. You may only get one item per peddler. Be sure to adjust your gold level and inventory. d. Event: Follow the directions on the card.
- Follow the directions on the tile you are on at the end of your turn.
Rest: After you complete a turn sequence, you may choose to rest before moving to another area. Resting restores 2 health points, but takes time. Discard the top dev card without resolving it.
Dense Trees: Most area tiles have one or more borders of dark green dense trees. You may pass through these borders, but unless you have the candle, it takes extra time. Discard one dev card for each border you pass through in moving to another area. The candle allows you to move freely through the dense trees. You may not pass through the rose bushes in the rose garden.
Facing Villains: When you draw a card with a villain (robbers, troll, witch, or dragon, you can either fight or run away. If you have drawn the knight event, you must use him to fight the next villain drawn.
If you fight, compare the strength of the villain with your defense level. If the villain's strength level is greater than yours, subtract the difference in health points. If you have one or more items that can help you against that villain, you may choose whether or not you want to use them. Items may be used together. Robbers will steal gold (and the magic pouch, if you have it) unless your defense level is higher than the robbers'. You may never gain Health points in a battle, and you may never have negative gold.
Villain's Strength – Defense Level = Damage
If you run away, move to an adjacent, revealed tile. If you move through dense trees, be sure to discard the appropriate number of dev cards. Lose 1 Health point for running away. Robbers also get away with 1 gold and the magic pouch, if applicable. Do not resolve a new card for the area you run into.
Goals: Your first goal is to find the rose garden, where you will pick a rose. You must then bring that rose to the princess, who is sleeping in the cottage. Once you are at the cottage with the rose, resolve a card as usual. You must then resolve a second card in order to awaken her. If you are still alive and at the cottage after resolving the second card, the princess wakes up and will follow you.
Your next goal is to find the Forest Path, as that is the only entrance to the Kingdom. Once you find it, attach the Kingdom Path to it. When you enter that tile, draw and resolve a card as usual. At this point, you will begin drawing from the Kingdom tiles.
In the Kingdom, you need to find the castle, where you can reunite the prince and princess. To do so, resolve a dev card for moving onto the castle, then resolve a second card in order to reunite them. If you are still alive and at the castle after resolving the second card, you save the kingdom and win the game!
Time Passes: Whenever you need to draw a dev card and can't, time passes. The game begins with the sun highest in the sky, and gets lower when time passes. Reshuffle the dev cards, including the three you set aside earlier. Set the top three cards aside facedown (not in the discard pile). If the last card required you to discard a dev card, do so now. Note the new time, and resolve cards based on that time.
Items
Items: There are special items, regular items, and goals.
1. Special Items (purple cards): You receive one special item from the fairy godmother at the beginning of the game. It can be used throughout the game at a cost and cannot be traded to the peddler.
a. Magic Mirror: Allows you to look at the top two area tiles and choose one to place. The other must be placed at the bottom of the stack. Costs 1 gold per use.
b. Wand: Adds 2 to your Defense level during an attack. Costs 1 gold per use and may only be used once per attack. If you are attacked by robbers, you may use the wand before they get away with your gold.
c. Seven-League Boots: Allow you to travel to any revealed tile as if it were attached to your current tile. Costs 1 gold per use.
2. Regular Items (blue cards): These are items that you can buy from the peddler or find in the cave. You may carry up to three regular items at a time. If you drop an item, you may not pick it back up again. You can only have one of any particular item at a time. If you use it up or drop it, you may get it again from the peddler as usual.
a. Elixir of Life: Adds 3 Health points. One use, but the empty goblet may be refilled by resting at the Fountain of Youth. Costs 1 gold. (The empty goblet does not have any trade value.)
b. Bucket of Water: Defeats one witch. The empty bucket may be refilled by resting at the lake or the well. Costs 1 gold. (The empty bucket does not have any trade value.)
c. Cloak of Invisibility: Evade robbers or trolls. One use. Costs 1 gold.
d. Shield: Defends fully against one dragon. If it is covered with flame repellant, it defends fully against all dragons. Costs 1 gold. (Shield with repellant is one item worth 2 gold.)
e. Flame repellant: +2 Defense against dragons. Reusable. May also be used on the shield to make it invincible to dragons. Costs 1 gold.
f. Candle: Allows you to move quickly through dense trees. Reusable. Costs 2 gold.
g. Messenger Bird: Send a message to the king to delay the wedding. Shuffle any one or two cards from the discard pile back into the deck. Must be used immediately. One use. Costs 2 gold.
h. Magic Lamp: Make a wish! Move to any revealed space without resolving a card, or reuse one item you own. Costs 2 gold.
i. Dagger: Adds 1 Defense. Reusable. Costs 2 gold.
j. Magic Pouch: Keeps your gold level at 6 as long as you have it. If you meet robbers, they will steal your pouch even if you run away (unless you use the Cloak of Invisibility, the knight fights your battle, or your defense is higher than the robbers' strength). Costs 3 gold.
3. Goals (yellow cards): You must find the rose and use it to awaken the princess. Neither of these count as items toward your maximum. The princess will aid you in fighting off the villains, so as soon as you have awakened her, you may add 1 to your Defense.
Ending the Game
The game may end in one of three ways. Time could run out (if you've played through the cards for the third time and have not reunited the prince and princess). Your Health could run out due to villains or events. Or, you could reunite the prince and princess before the sun sets and save the kingdom! In this case, you will live happily ever after...or at least win the game.