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Foxpaw

Foxpaw Rulebook

Table of Contents

Table of Contents

  • Material
  • Setup
  • Definition of "Go to bed first/last"
  • The Golden Rules
  • Start of the Game
  • The Choice of Houses
  • Houses
    • Professions Overview
  • Character Board - Talents and Resources
    • Talents
    • Resources
  • Playing the Game
    • Your 1st Game?
  • Placement Phase
    • Morning Space
    • Night Space
  • Evaluation Phase
    • Sport Field and Library
    • New Turn Order for the Next Round
    • Getting Rest
  • Magical Events and Intermediate Scoring
    • Magical Event
    • Intermediate Scoring
  • Cleanup Phase
  • End of the Game and Final Scoring
  • Important Concepts and Game Elements
    • Action Spaces
  • Teacher
  • Magical Events
    • Behemoth Fighting
    • Dragon Fighting
    • Magical Conflict (Only for 4 player games)
    • Quina (Only for 4 player games)
    • TriMagic Triathlon
    • Potion Brewing
    • Skirmish Cup
  • Darkness Cards
  • Objects (Brooms and Wands)
  • Dueling Club
    • Take Part in a Duel
    • Betting on Duels from the Audience
  • Prophecies
  • Midnight Carnival
  • Magical Beasts
  • Mischief Cards
  • Learning Spells
  • Symbol Overview
  • 2-Player Game
    • Setup
    • Dueling Club
    • Magical Events
    • Final Evaluation after the 5th School Year
  • Short Overview (3-4 Players)

Material

  • Time token
  • Wands (the two Wand pieces)
  • Object sale signs (one for Wands, one for Brooms)
  • Midnight Carnival cards
  • Students cards
  • Starting Material cards
  • Mischief cards
  • Beasts cards
  • Spells cards
  • Teacher cards
  • Obsidio cards
  • Magical Events cards
  • Event Action cards
  • Duel cards
  • Wands cards (levels 0-II and III-V)
  • Brooms cards (levels 0-II and III-V)
  • Darkness cards
  • Prophecies cards
  • Gameboard
  • Energy dial (one per house, plus the Obsidio dials 1-5)
  • Resources: Herbs, Goods, Coins
  • Ice markers
  • Beast (Magical Beast meeples, including the orange special Beast)
  • Win Points, Prestige Points and Player Order markers
  • Duel markers
  • Reputation, Energy, Strength, Knowledge and Spy Event markers
  • Spell markers
  • Betting cards

Setup

  1. Place the game board in the center between all players.

    • 4 Players: Use the side where the tower shows 1-4.
    • 2-3 Players: Use the side where the tower shows 1-3.
  2. Place the time token on school year I.

  3. Place the 4 level III-V Wand cards, as well as the 4 level III-V Brooms on the table next to each other, face down. Place the sale sign between the Wand and Broom cards.

    Now place the 4 Wand cards of levels 0-II face up (with the picture side up) on top of the Wand cards of levels III-V. The order does not matter. Place the Broom cards of level 0-II the same way.

    • 2-3 Players: Remove all broom and wand cards with the 4 symbol from the game, totaling 4 cards.
  4. Shuffle the Magical Beast cards and place 4 of them face up in the selection, the rest will be placed face down as a pile.

  5. Place the resources (Goods, Herbs, and Coins) so that they are easily accessible to everyone.

  6. Shuffle the Prophecy, Mischief and Darkness cards and place them face down as 3 piles next to the game board.

  7. Place the wands next to the gameboard.

  8. Now prepare all character boards and the corresponding-colored markers. You will take these later once you have been admitted to your houses.

  9. Prepare the orange meeple. It is an additional, special Magical Beast.

  10. Now shuffle the 6 Duel Arena cards and place them on the corresponding space. Reveal the top card.

Setup table: the printed setup page shows a diagram of the setup for four players, with the numbered steps 1-17 placed on the matching components.

Definition of "Go to bed first/last"

In Foxpaw, everyone must place exactly one wizard meeple in the night per school year, which defines when they go to bed. Going to bed earlier (field: Dormitory) has different advantages/disadvantages than going to bed later (field: Midnight Carnival). In the case of "Going to bed first/last", however, it only depends on the position within the night at which the wizards are standing, but not when they were placed in the night within the round. The lower the number in the night space, the earlier the wizard went to bed. If the current sleeping order is mentioned in the rules or in the game, it is therefore about who has taken the lowest possible number in the current school year, starting in the Dormitory (from top to bottom), then following in the Midnight Carnival (from top to bottom).

The same applies to "First cast a spell", here you want to occupy the top space of a spell!

The Golden Rules

  • If a card text contradicts the rules in these instructions, the text on the card always takes precedence over the rules!
  • Tiebreaker: If two or more people have the same number of stars, victory points, darkness value, fulfilled prophecies or the result of a Magical Event, the player who went to bed earlier in the current round (i.e. who occupied the night action space with the lowest number) decides. In the rules, we always abbreviate this to "current sleep order".

Start of the Game

FOXPAW is a place of ancient traditions, and many families have been sending their children to the school for generations. It's not just about education, but also about fame and reputation for the families, who usually have a very clear idea of which house their offspring should belong to.

On the Student cards, the house preferences of your parents are depicted. If you are one of the orphaned children accepted into FOXPAW, you will not find any parental wishes on your card.

You have the choice whether to fulfill your parents' wishes and choose their preferred house or to take your destiny into your own hands, break with the old traditions, and choose a house according to your own taste. Both paths offer you different starting conditions:

A - If you remain true to your family tradition and choose the house according to your parents' wish: You immediately receive a one-time bonus of +2 Coins and +2 permanent Stars at the start of the game (these stars are kept until the end of the game). Slide your Student card underneath your character board so that, as a reminder of the permanent Stars, you can still see the Stars. Turn your House card to the side where only one ability is visible (not two abilities).

B - If you break with your family tradition or play as one of the orphaned children: Slide the Student card under your character board so that the Stars are no longer visible, as you do not need them. The additional ability of your house is unlocked! Turn the House card to the side where you can see both abilities.

The Choice of Houses

  1. Look at your 2 drawn Student cards and the starting material card. Choose 1 Student card secretly. The other one goes back into the box without revealing it.
  2. The big number on your Starting Material card indicates the order of choosing the house, with the highest number going first, the next highest number going second, and so on.
  3. Everyone now takes the components that belong to their house:
    • 1 Character board
    • 4 Wizard figures
    • 1 Magical Beast figure in their color (2 for House Ignis)
    • 1 marker each for Energy, Reputation, Strength and Knowledge in their color
    • 4 Spell markers (acrylic diamonds)
    • 3 Event markers
    • 3 Betting cards
    • 1 number Energy dial
    • 1 House card
    • House Tri-Frost receives an additional 2 Ice markers
    • Also take the appropriate rewards. Depending on whether you fulfilled your family's wish or not, you either take the Coins and permanent Stars (shown on the track at the gameboard), or you can instead use your second house ability.
  4. Go around in turn until everyone has chosen their houses and the corresponding game materials.
  5. Now, according to the order of the Starting Material cards, take the resources and equipment as specified by the cards. Example (printed beside the start setup diagram): this person was allowed to select a broom first thanks to "1." and thus equips it directly. In addition, the person now receives the rewards of the object!
  6. If you have not yet received a Magical Beast from your Starting Material card at the start of the game, place your Magical Beast meeple on the game board on the farm.
  7. Set the specified values on the tracks of your character boards using the markers.

Start setup example: the printed page shows an example of a finished start setup for one house, with its character board, Student card, House card, Starting Material card, Duel marker, Prophecy and Brooms.

Houses

There are four houses. Each house has a House card with two abilities; which one is active depends on whether you fulfilled your family's wish (see Start of the Game).

Professions Overview

Aquatis - Pinnekale Smeat was the master of mental magic. The house stands for self-confidence and control. They will take any risk to win.

  • Ability 1: Receive 2 Mischief cards instead of one in the Midnight Carnival.
  • Ability 2: You can occupy any Morning space, even if it's already occupied.

Ignis - Her Magical Beast, who saved her life after a lightning strike hit her broom. Ignis stands for kindness and respect towards all living beings. Their members have a strong bond with their Magical Beasts.

  • Ability 1: Spend 2 Energy during your turn in the Placement phase: 1 Magical Beast is recovered or spend 3 Energy and 2 of your Magical Beasts are recovered.
  • Ability 2: You are allowed to own a second Magical Beast.

Tri-Frost - McGeedy Finn was the first wizard to climb the impressive mountain "Magic Peak" without using magic. That not only made him a legend, but also was his motivation to found Tri-Frost. Tri-Frost stands for perseverance and stubborn resilience, no matter what happens.

  • Ability 1: At the beginning of each school year, receive 2 Coins.
  • Ability 2: You have 2 ice markers. At the end of each schoolyear, you may freeze 2 places where you are present by placing an ice marker there. The next person who would like to use a space here must give you 1 Energy. Then return the ice marker to you.

Example: The Wizards of the Tri-Frost player were in the Kiosk and the Study Room in the first round. In the Cleanup phase of round 1, when everyone retrieves their figures, the Tri-Frost player places her Ice markers on these 2 locations. The next player who enters one of these locations loses 1 Energy, and the Tri-Frost player gains 1 Energy. The Ice marker used then returns to the inventory of the Tri-Frost player. She may use it again in the next round.

Shadowvein - Samantha Krad is considered the inventor of duplication magic. Whether conjured twins, animal clones, or even a double locker at the Magic Bank, her ingenuity knew no bounds. Shadow Vein also lives boundlessly. No matter what others wager, Shadow Vein doubles the stakes!

  • Ability 1: Spells cost 2 Energy less.
  • Ability 2: Once per year, you may EITHER place 2 figures directly one after the other in the Placement phase without waiting for your next turn, OR skip a turn.

Character Board - Talents and Resources

The Character Board:

  • shows the amount of all talents
  • offers space for your Meeples
  • offers space for your magic tokens
  • offers space for your 'Spy a Magical Event' token
  • offers a rest space
  • offers a connection for 1 Student
  • offers space for objects

Talents

If you gain talents like Strength, Knowledge, Reputation, or Energy, you move the marker up on the corresponding bar. Your Strength and your Knowledge can never decrease, but your Reputation can fall below 0, for example, depending on whether you go to bed early or late. Then adjust the value on the corresponding track.

Example: -2 Reputation, +1 Strength.

Strength is needed for certain Magical Events and for buying Brooms. Whoever reaches a Strength value of 8 gains +1 VP.

Knowledge is needed for certain Magical Events and for buying Wands. Whoever reaches a Knowledge value of 8 gains +1 VP.

Reputation (variable, limited by the corresponding track on the character board from -2 to max. +5): Your Reputation shows how popular you are in FOXPAW. From a Reputation value of 3, you can use 2 Spells simultaneously per action in the Classroom, if the space allows it. The rewards on the Reputation track, e.g., +2 Stars, -1 Star, +1 Darkness card, are always counted only once, after the Magical Events of the 2nd, 4th, and 5th school year (not every school year).

Energy (consumable, limited by the corresponding track on the character board from 0 to max. 12): You need Energy for all Magical Events and for the spaces where you gain Knowledge and Strength, as well as for many Spells.

Resources

The resources Herbs, Goods and Coins are not limited. You will receive the markers from the general supply. Put them back there after you have spent them.

  • Herbs (consumable, unlimited): You need Herbs for certain Magical Events, for some Spells, and for attracting Magical Beasts.
  • Goods (consumable, unlimited): You need Goods for certain Magical Events, for some Spells, and for purchasing Prophecies.
  • Coins (consumable, unlimited): You need Coins for certain Magical Events, to buy objects (Wands and Brooms) and for some Spells. Coins also count as a wildcard resource for Goods and Herbs. But be careful: if you use Coins as wildcards, you lose 1 Reputation per use (not per number of used Coins).

Example: Don learns a Spell that costs 2 Herbs, but spends 2 Coins instead of the Herbs. He then receives -1 Reputation.

Playing the Game

A game lasts 5 rounds (school years). Each round works like this:

  1. Placement phase
  2. Evaluation phase
  3. Possibly Magical Event and intermediate scoring (2nd, 4th, and 5th school year only)
  4. Cleanup phase

Your 1st Game?

If this is your first game, skip the 5th school year and the 3rd Magical Event. The final scoring will then take place after the 2nd Magical Event.

Placement Phase

Beginning with the starting character, take turns placing 1 wizard (or 1 Magical Beast) on an empty space on the game board. Only 1 wizard or 1 Magical Beast can be placed on each space. You may only place one meeple per turn. Then it is the next person's turn to place 1 meeple. Repeat this until all wizards (and Beasts) are on the game board. Everywhere you can choose where you place your Meeple, only in the Dormitory you always sit as high up as possible.

Important: You may also enter spaces where you cannot/do not want to use its effect (e.g. you want to enter the "Scout" space in the farm to fulfill a prophecy, even though you no longer have the opportunity to scout Magical Events, as all spaces are occupied for Magical Events). You can still do this, but you will not receive the effect of the space.

After you have placed all Wizards (and Magical Beasts) and evaluated all Morning spaces, you proceed to the Evaluation phase.

Morning Space

If you place a wizard (or a Magical Beast) on a Morning space (with a sun symbol), you immediately resolve it. You immediately receive the reward for the square. All other spaces are resolved, after all wizards (and beasts) are on the game board.

Night Space

There are 2 night spaces: Dormitory (go to bed early) and Midnight Carnival (have adventures at night). There must always be exactly 1 Wizard (not Magical Beast) per person placed on one of the two night spaces (with the moon symbol). It doesn't matter when you do this during the Placement phase, as long as everyone has placed exactly one wizard on a night space at the end of the phase.

Remember: Those who go to bed earlier gain special advantages! This can be more Energy available to you in the next round, and you get to take your turn earlier.

Night Space: Dormitory (the Dormitory card shows the reward for everyone who has placed here: +6 Energy; and for the positions: 1st position gains +2 Reputation, 2nd +1 Reputation, 3rd -1 Reputation, 4th -2 Reputation).

Night Space: Midnight Carnival (the Midnight Carnival space shows positions 2 to 4, each giving Energy: 2nd position +4 Energy, 3rd +3 Energy, 4th +2 Energy).

Evaluation Phase

Deal with the other spaces according to the path shown on the game board. The path determines the order in which the spaces are dealt with: it leads first to the Duel Arena, then to the Sports Field, then to the tower in the Library, following the arrow to the Study Hall, following the next arrow to the Classroom, following another arrow to the Dormitory and from there, finally, via the stairs outside to the Midnight Carnival. Each space is always processed from top to bottom.

The locations (Study Hall, Classroom, Dormitory and Midnight Carnival) all have the same internal order (from top to bottom). For example, in the Study Hall, the space with the 1st is dealt with first, then the space with the 2nd and followed by the 3rd, then it goes on to the next location Classroom, for which the same order applies, and so on.

Sport Field and Library

On these spaces, a downward arrow is shown. This means that in addition to the rewards of the space you're on, you also receive Strength or Knowledge rewards for each empty space directly below your space without interruption by another meeple. The more time you spend here, the more Energy it will cost you. Pay 1 Energy for each of these spaces accordingly (but you can also use fewer spaces if you prefer to save Energy).

Example: Parry (red) has placed his marker on the first strength space, Don (white) then on the second. Parry lowers his Energy by 1 and receives +1 Strength and +1 Coin. Don could now lower his Energy by 3 to receive +3 Strength and +1 Coin (as these spaces below him are free without interruption), but he wants to save Energy and only lowers his Energy by 2, but only receives +2 Strength and +1 Coin in return.

New Turn Order for the Next Round

Once everyone has resolved their Wizards/Magical Beasts, the person who went to bed earliest (i.e., occupied the Night space with the lowest number) may move their house marker to the starting position for the next round. You receive Energy and Reputation bonuses. Adjust your tracks accordingly. Then the person who went to bed second moves their marker to position 2, notes their bonuses, and so on, until everyone has taken their turn. All players who were at the Midnight Carnival location now also slide into the Dormitory, but do not receive the +6 Energy here (Energy was already available on the Midnight Carnival spaces), but the bonuses/maluses from the Reputation and the corresponding positioning of the new player order.

Example: In the Placement phase, Don was the first to place his wizard in the Dormitory, so he was placed on the 1st space, Perry placed himself on the 2nd space in the Midnight Carnival and Mina on the 3rd space, McCoy then chose the Dormitory and moved to the 2nd space because Don was already on the 1st space. In the scoring phase, Don now receives 6 Energy from the Dormitory and becomes the new starting player for the next round, he also receives +2 Reputation, McCoy also receives 6 Energy, receives +1 Reputation and becomes 2nd in the new player order. Perry now receives +4 Energy in the Midnight Carnival, draws 1 Mischief card, receives the effect of his space and then moves to the Dormitory in 3rd position, thus receiving -1 Reputation and becoming third in the new player order. Finally, Mina now gets +3 Energy, 1 Mischief card, gets the effect of her space and then moves to the 4th position in the Dormitory, gaining -2 Reputation and becoming fourth in the new player order.

Getting Rest

If you do not want to receive the effect of the space for a Wizard (or Magical Beast) that has already been placed, place it on the Resting space on your character board. Instead of resolving the space's effect, you receive 4 Energy. This field can contain more than 1 meeple.

Magical Events and Intermediate Scoring

You collect Stars through the following events and actions:

  • Rewards for Magical Events (these points are only counted in the next Intermediate Scoring and expire thereafter). In the following, this attribute is referred to as "expiring".
  • Possible rewards for the Midnight Carnival (expiring).
  • Possible star rewards for Mischief cards, if you have used any (expiring).
  • Fulfilled Prophecies (expiring).
  • Possible bonuses from your Magical Beasts (expiring).
  • Learned Spells (expiring).
  • 1 bonus Star for the 4th position in the Classroom (expiring).
  • You can earn 2 bonus Stars by using the "Peeking an Event" space (expiring).
  • Depending on the Reputation of your house, you now gain or lose Stars (expiring):
    • -1 Star at Reputation -1
    • +2 Stars at Reputation 5
  • Your equipment (Brooms and Wands). Here, add the equipment of levels 0-II with those of levels III-V. Your lower-level equipment items are upgraded by the higher levels, not replaced. (These values are permanent and will be counted in every subsequent evaluation.) In the following, this attribute is referred to as "permanent".
  • If you have adhered to the house wishes of your parents: 2 Stars (permanent).

Tied for Stars? Current sleep order!

After the Evaluation phase of the 2nd, 4th, and 5th school years, a Magical Event and an Intermediate Scoring occur. In the 1st and 3rd school years, you instead proceed directly to the Cleanup phase.

Magical Event

After the Evaluation phase of the 2nd, 4th, and 5th school years, reveal and resolve 1 Magical Event. The individual Magical Events are described in the corresponding section below (see page 15-16). Then carry out an Intermediate Scoring to score your Stars.

Intermediate Scoring

Throughout the school years, you accumulate prestige in the form of Stars, which bring victory points to your house during the three Intermediate Scoring rounds - depending on who has collected more Stars. The more Stars you collect during the school years, the more likely your victory becomes!

Now compare your amount of Stars. Victory points will be allocated such as this:

  • Whoever has the most Stars receives 3 VP.
  • Whoever has the second-most Stars receives 2 VP.
  • Whoever has the third-most Stars receives 1 VP.

Tie? Current sleep order!

After the first and second Intermediate Scoring:

  • All Spell cards from the selection are discarded, and new Spell cards are revealed to replace them accordingly. Return used spell markers to the houses.
  • All Magical Beasts from the selection are discarded, and new Magical Beasts cards are revealed to replace them accordingly.
  • All your Stars with the expiring condition will be reduced again; update the Star value on your track accordingly.

After the Intermediate Scoring, proceed with the Cleanup phase.

Cleanup Phase

The Cleanup phase proceeds as follows for all school years:

  • Reveal the next Midnight Carnival card. It replaces the previous one.
  • The active Teacher changes annually. Draw a new Teacher card and place the last active card under the Teacher deck.
  • Reveal a new Duel card and replace the current duelists with those shown on the new card. (2-3 Players: The order changes clockwise, meaning the right duelist observes while the previously observing person moves into the Duel Arena from the left.)
  • You retrieve your Wizards/Magical Beasts.
  • Move the time marker to the next space and start the next school year.

Special preparations for the 3rd school year:

  • Replace the Brooms and Wands from the selection with the corresponding cards of levels III-V. If level 0-II cards have not been purchased, they will now be removed from the game.

Tip: There are always symbols on the gameboard after the rounds or after the Magical Events that show which cards need to be replaced. This saves you having to look them up!

End of the Game and Final Scoring

Conduct the Magical Event and the Intermediate Scoring for the 5th school year as usual. Skip the Cleanup phase. After that, the final scoring takes place to determine the victorious house.

To determine your total points, take the following into account:

  • If you would get any victory points from Mischief cards, add them to your score.
  • Compare your Darkness values:
    • Whoever has the highest Darkness value receives -2 VP.
    • Whoever has the second highest Darkness value receives -1 VP.
  • Check who has completed the most Prophecies:
    • The person with the most completed Prophecies receives +2 VP.
    • The person with the second most completed Prophecies receives +1 VP.

If two or more people are tied for Stars, victory points, Darkness value or fulfilled Prophecies, the current sleeping order decides.

Your time at FOXPAW has come to an end, and one house has prevailed over all others: Congratulations! Cross your Wands and take a victory photo! (feel free to use #foxpaw and #godotgames for social media)

Important Concepts and Game Elements

Action Spaces

Farm

  • Get information: Pay 1 Goods, draw 2 Prophecies.
  • (2x available) Attract Magical Beast: Spend 1 Herbs to gain 1 Magical Beast from the selection. Get the Magical Beast meeple from the farm if it is not already on a space. Then reveal 1 new Magical Beast and place it in the selection.
  • Spy: Receive 1 Darkness card. Look at 2 Magical Events of your choice and place your Event markers on them. You can take a look at Magical Events with your marker on them at any time. (The Magic Event card shows you what you should have a lot of to do well.)
  • Blink: Receive 1 Darkness card. Gain +2 Stars, look at 1 Magic Event of your choice and place your Event marker there. You can take a look at Magical Events with your marker on them at any time. (The Magic Event card shows you what you should have a lot of to do well.)

Teacher's Lounge

  • Sucking up: Receive 1 Darkness card. Gain +3 Reputation.
  • Bribery: Receive 1 Darkness card. Swap the active Teacher card as desired and arrange the Teacher deck as you like.
  • Cut in line: Receive 1 Darkness card. You may discard 1 Spell in any order and remove all Spell markers lying there, draw 1 new Spell, and learn 1 Spell by spending the necessary resources. Place your Spell marker next to the Spell you just learned and receive the Spell's bonus (possibly also the bonus Star if you were the first person to learn the Spell).
  • Call in sick: Receive 1 Darkness card. Exchange 2 Duel markers in the Duel Arena as you wish (with 2-3 players: exchange clockwise).
  • Tattle: Receive 1 Darkness card. Steal a total of 2 Mischief cards from 2 different players, so 1 card per person. If only one person has a card to steal, draw the second card from the Mischief deck (with 2 persons: draw 1 card from the opponent and 1 card from the deck).

Kiosk

  • Buy: Gain +3 Goods.
  • Buy and Help out: Gain +2 Goods and +1 Coin.
  • Help out: Gain +3 Coins.
  • Buy and Help out: Gain +2 Herbs and +1 Coin.
  • Buy: Gain +3 Herbs.

Duel Arena

  • Arena: 2 active Duel markers that are dueling. The victorious side receives the points shown on the Duel card (details on page 17).
  • Grandstand: 1-2 spectators who secretly bet on the outcome of the duel and can each win +1 resource of their choice.

Sports Field

Train:

  • Gain X Strength, -1 Energy and +1 Coin (X = your space + free spaces directly below you).
  • Gain X Strength and -1 Energy (X = your space + free spaces directly below you).
  • Gain X Strength, -1 Energy and +1 Coin (X = your space + free spaces directly below you).
  • Gain X Strength and -1 Energy (X = your space + free spaces directly below you).

Library

Learn:

  • Gain X Knowledge, -1 Energy and +1 Coin (X = your space + free spaces directly below you).
  • Gain X Knowledge and -1 Energy (X = your space + free spaces directly below you).
  • Gain X Knowledge, -1 Energy and +1 Coin (X = your space + free spaces directly below you).
  • Gain X Knowledge and -1 Energy (X = your space + free spaces directly below you).

Study Hall

  • Buy 1 Broom or 1 Wand. The person on the 1st space gets to choose an item from the selection first, the person on the 2nd space next, and so on.

Dormitory

Go to bed early:

  • 1: (for everyone who has placed here) +6 Energy. If you're the first person to place your Wizard here, you will be in the 1st position. If someone places after you in this location, they move to the 2nd position, and so on. Everyone who participated in the Midnight Carnival will take subsequent positions here after its evaluation and still receive the reputation bonuses/maluses (but not the +6 Energy!). These positions determine the starting positions for the next round.
  • 1st position: Gain +2 Reputation.
  • 2nd position: Gain +1 Reputation.
  • 3rd position: Gain -1 Reputation.
  • 4th position: Gain -2 Reputation.

Classroom

If your Reputation value is at least 3, you can learn 2 Spells simultaneously on 2 spaces 2 and 3.

Spellcasting:

  • 1: Learn 1 Spell by spending the resources for it. You can then place your Spell marker on the Spell you have learned and receive the bonuses for it. If you have occupied the top space of the Spell, you receive +1 Star because you mastered it first.
  • 2 and 3: Learn 1 or 2 Spells by spending the resources for them. You can then place your Spell marker on the Spell you have learned and receive the bonuses for it. If you have occupied the top space of the Spell, you receive +1 Star because you mastered it first.
  • 4: Gain +1 Star and learn 1 Spell by spending the resources for it. You can then place your Spell marker on the Spell you have learned and receive the bonuses for it. If you have occupied the top space of the Spell, you receive +1 Star because you mastered it first.

Midnight Carnival

Night Activities:

  • 2: Receive +4 Energy, draw 1 Mischief card and gain the rewards of the Midnight Carnival space.
  • 3: Receive +3 Energy, draw 1 Mischief card and gain the rewards of the Midnight Carnival space.
  • 4: Receive +2 Energy, draw 1 Mischief card and gain the rewards of the Midnight Carnival space.

Teacher

If the current supervising Teacher belongs to your house, you don't draw Darkness cards from Darkness spaces (i.e. in the Farm, in the Teacher's Lounge and also for forbidden Spells in the Classroom). But be careful: If a Teacher from your rival house is currently supervising, you draw 2 Darkness cards instead of one each time you would draw an Darkness card on the gameboard!

Some Teachers also ensure that you all draw an additional Darkness card, while others turn a blind eye and let you perform the Darkness actions without drawing a Darkness card.

Indeed, there are very sympathetic and less sympathetic teachers at FOXPAW.

Magical Events

Throughout the game, there are three Magical Events. Handle the Magical Event according to the active card. The card shows you values where it is advantageous to have a lot of it (e.g. many Goods or a high Strength value). However, you can always be 100% sure that Energy is ALWAYS an important component of all Magical Events. Usually, you play several rounds until the winning person is determined. For your placements, you receive rewards as indicated on the game board next to the Magical Event.

Tied? Current sleep order!

Behemoth Fighting

Add up your Energy and Coins values. The highest total wins, the second-highest total takes 2nd place, and so on.

Dragon Fighting

You all secretly choose an Energy value between 0 and 12 that you want to bet. Set this value on your Energy number dial. Then you all show your Energy number dials simultaneously.

All those who have the same Energy value immediately move to the last positions. The rule regarding the sleeping order applies here. The highest unique value mentioned wins, the second highest unique value mentioned takes the 2nd place, and so on.

Example: Parry and Don both set 12 Energy each, Helga only sets 10. Helga is therefore first and lowers her Energy value by 10, Parry is second because he is positioned earlier than Don in the sleeping order and lowers his Energy value by 12. Don is last and also lowers his Energy value by 12.

Magical Conflict (Only for 4 player games)

"The magic tournament is an ancient tradition among witches and wizards. Not only those who cast the most powerful spells will prevail, but also those who can manage their magical Energy wisely have an advantage. Don't exhaust yourselves with the first spell!"

In the Magical Conflict, you fight magical 1 vs. 1 duels against each other. The person with the fewest victory points chooses their opponent. First, this person plays a round against this opponent, while the other two people play a round against each other.

All duelists take their Energy dial and secretly choose an Energy value to invest. Everyone then reveals their wheel at the same time. Now add the Star value of your Wand and your Knowledge value to the Energy value you have invested. Whoever has the higher total value wins. Tied? Current sleeping order! Remember that each duel costs Energy and the following duels must be fought with correspondingly adjusted and less Energy!

The winners of the two rounds then determine 1st and 2nd place in the final, while the losers of the first two rounds determine 3rd and 4th place in the match for 3rd place.

Quina (Only for 4 player games)

"Quina is the most popular sport among witches and wizards. Control over your brooms, as well as physical strength and endurance, determine victory or defeat! On your brooms, ready, go!"

In Quina, you fight breathtaking 1 vs. 1 duels on your brooms against each other. The person with the fewest victory points chooses their opponent. First, this person plays a round against this opponent, while the other two people play a round against each other.

All duelists take their Energy dial and secretly choose an Energy value to invest. Everyone then reveals their wheel at the same time. Now add the Star value of your broom and your Strength value to the Energy value you have invested. Whoever has the higher total value wins. Tied? Current sleeping order! Remember that each duel costs Energy and the following duels must be fought with correspondingly adjusted and less Energy!

The winners of the two rounds then determine 1st and 2nd place in the final, while the losers of the first two rounds determine 3rd and 4th place in the match for 3rd place.

TriMagic Triathlon

Shuffle the TriMagic Triathlon Event Action cards face down. At the start of each round, reveal 1 card from the Triathlon deck. On the cards you will find either the symbol for Knowledge, for Strength, for Energy or for "Reshuffle".

Compare your values in the respective category. The person with the lowest value is eliminated and takes last place. Then reveal the next card. In the event of a tie between the lowest values, the current sleep order decides, as always.

If you draw "Reshuffle", shuffle all Triathlon cards together (played and unplayed cards as well as the "Reshuffle" card) and draw a new card. Play further rounds until the winning player is determined. If a tie is unavoidable (because the remaining players have the same values), the current sleep order decides.

Example: In the first round, the Knowledge symbol is revealed. The students compare their Knowledge values. Don has 2 Knowledge, Parry 4, Lisa 5 and Carla 3. Don is eliminated in this round, followed by the next round. This time the "Reshuffle" card is drawn. All cards are reshuffled and a new card is revealed for this round. Now the card shows the Energy symbol. Parry has 2 Energy, Lisa also has 2 Energy and Carla has 6 Energy. This time Lisa is eliminated because Lisa went to bed later than Carla. The next card is then revealed and so on.

Potion Brewing

Shuffle the Potion Brewing Action cards face down. At the start of each round, reveal 1 card from the Triathlon deck. On the cards you will find either the symbol for Herbs, for Goods, for Energy or for "Reshuffle". Compare your values in the respective category. The person with the lowest value is eliminated and takes last place. Then reveal the next card. In the event of a tie between the lowest values, the current sleep order decides, as always.

If you draw "Reshuffle", shuffle all Triathlon cards together (played and unplayed cards as well as the "Reshuffle" card) and draw a new card. Play further rounds until the winning player is determined. If a tie is unavoidable (because the remaining players have the same values), the current sleep order decides.

Skirmish Cup

Shuffle the Skirmish Cup Action cards face down. At the start of each round, reveal 1 card from the Triathlon deck. On the cards you will find either the symbol for Mischief cards and unfinished Prophecies, for Darkness spaces you are standing on, or for Energy or for "Reshuffle". Compare your values in the respective category. The person with the lowest value is eliminated and takes last place. Then reveal the next card. In the event of a tie between the lowest values, the current sleep order decides, as always.

If you draw "Reshuffle", shuffle all Triathlon cards together (played and unplayed cards as well as the "Reshuffle" card) and draw a new card. Play further rounds until the winning player is determined. If a tie is unavoidable (because the remaining players have the same values), the current sleep order decides.

Darkness Cards

If you place a Meeple on a Darkness space, you draw 1 Darkness card. The person with the most Darkness points at the end of the game becomes the new Dark Entity and receives -2 VP. The person with the second-highest value receives -1 VP. Tied? Current sleep order!

The value of Darkness cards lies between 1 and 3. You may look at your own Darkness cards any time. The other player's cards are a secret! You may inquire at any time about the amount of Darkness cards held by your fellow players. In duels, you always discard exactly 1 Darkness card and may discard it after you have chosen the gesture depicted on the Darkness card. Discarded Darkness cards go to a face-up discard pile.

Objects (Brooms and Wands)

Objects can be purchased in the Study Hall and are very powerful as they offer great rewards and, above all, lasting prestige, which can pay off in the evaluation phases. If you buy an object, you will own it until the end of the game. There are 2 levels of both Brooms and Wands: Level 0-II (weak) objects exist from the beginning and from the start of round 3, the remaining ones from the selection are replaced by level III-V (strong). Each person can have a maximum of 1 broom and 1 wand of each level!

If you buy 1 object, you spend as many Coins as the current round number shows (e.g. 2 Coins in round 2). At the same time, you must have a certain minimum value for your talent, which also corresponds to the current round number. Brooms are about Strength, Wands are about Knowledge.

Example: You are in round 4 and you would like to buy a level III-V broom. This will now cost you 4 Coins, which you discard. If you have at least Strength 4 as a talent value, you can now equip the broom. Equip the broom next to your character board and receive the rewards it shows. Your previous level 0-II broom is still active, so the values will be added!

Brooms offer the chance of half victory points, but these are only scored if you really have both sides of a victory point. So, if you decide to get half a point at level 0-II, you should also make sure that you get the other side of the victory point at level III-V, otherwise the half point will be wasted.

Dueling Club

"Don't get me wrong - theory is extremely important. But in real-life situations, you also need quick reflexes and the ability to keep calm! For that, there's the Dueling Club and the Duel Arena. Please familiarize yourself with the rules and safety measures of the arena beforehand. This school doesn't need another Hubert McLorey incident..."

In every school year, there is a duel. These take places in the Duel Arena.

Take Part in a Duel

The active Duel card for the current school year lists the house crests of the duelists facing off against each other. They are handed a Wand for the duel. Everyone else belongs to the audience (see below).

Face each other and get ready for the duel: You may talk about what you will do in the duel (and lie while doing so!). Then hold your Wands pointing up in front of your face. Close your eyes and count to 3. During this time, you aim your Wand according to one of the gestures described below. Now open your eyes. Now, based on the gesture you chose for your Wand, the duel is evaluated as follows:

  • Share? The tip of the Wand points up. You offer your opponent to share the rewards of the duel. If your opponent also chose Share? you both win the Share-reward (see Duel card). If not, you go empty-handed.

  • Attack! The tip of the Wand points forward at your opponent. You attack your opponent! If your opponent chose Share? or Hold back, your attack is successful and you win the duel and the Attack!-reward. If your opponent also chose Attack!, the audience wins the Audience-reward (see Duel card).

  • Hold Back The tip of the Wand points down. You are holding back and do not attack. You will receive your Hold back-reward in any case (see Duel card). Your opponent will only receive their reward if they also chose Hold back or Attack!.

  • In duels, you always discard exactly 1 Darkness card and may discard it after you have chosen the gesture depicted on the Darkness card. Discarded Darkness cards go to a face-up discard pile.

  • If the gesture was influenced by a Mischief card, the newly adopted gesture counts and a Darkness card with the corresponding gesture is discarded.

Betting on Duels from the Audience

If you are not actively dueling, you are part of the audience. During a duel, you may secretly bet on its outcome. Use one of your Betting cards for this.

But don't get caught! The administration of FOXPAW does not tolerate gambling!

You may bet on one of three possible outcomes:

  1. One player wins the duel. Example: One player chooses Share?, the other player chooses Attack!: Attack! wins. Example: One person chooses Share?, the other chooses Hold back: Hold back wins.
  2. Both players win the duel. Example: Both players choose Share? Example: Both players choose Hold back.
  3. No player wins the duel. Example: Both choose Attack!

You bet on one of the mentioned outcomes, not on the victory of a specific person in the duel. If you are correct, you may take 1 resource of your choice from the supply. If you are wrong, nothing happens.

Prophecies

Prophecies are sensitive and often very personal matters. Keep your Prophecies secret until you have fulfilled them. Then reveal the card and immediately receive the reward in Stars (e.g. you must have 5 Goods in your inventory. If this is the case, show the Prophecy and receive the indicated Stars as a reward. You do not have to spend the Goods).

The person with the most completed Prophecies at the end of the game receives +2 VP. The person with the second most receives +1 VP. Tied? Current sleep order!

Place completed Prophecies on a separate, personal face-up discard pile. You may inquire at any time about the number of fulfilled or unfulfilled Prophecies of your fellow players.

Midnight Carnival

  • Reward for space in the same row: the reward applies to the space in the same row.
  • Centered: Reward independent of the spaces. The word "here" always refers to the Midnight Carnival.

Magical Beasts

If you have a Magical Beast, you take the Magical Beast meeple of your color as a representative for the Magical Beast and place it with your wizard figures. You can place Magical Beasts on spaces just like your wizards, but not at night.

If you place a Magical Beast and the space is scored, it counts as being exhausted. Turn the corresponding Magical Beast card 90 degrees. After exhausting it for the second time, the card is turned 180 degrees (the Magical Beast is then facing "the wrong way" if it hasn't already been discarded). The number on your Magical Beast card shows how often you can exhaust it. If the maximum number of exhaustions is reached, discard the Magical Beast after its last action at the end of the school year and put the Magical Beast meeple back in the farm afterwards.

All Magical Beasts have special skills, that either give you one-time bonuses (like immediate resources) or permanent bonuses as long as they are in the game. Permanent bonuses are lost after you discard your Magical Beast. Resources you got through one-time bonuses may be kept of course.

Normally you may only have 1 Magical Beast unless you have a card that says otherwise (see Golden Rule). If you buy a Magical Beast and end up having more than allowed, you must discard a Magical Beast immediately. Magical Beasts already placed on spaces remain on their spaces until the round is over, even if a new one was bought in the same round.

Mischief Cards

These are powerful cards that can give you advantages or your opponents disadvantages and which you mostly receive at night. There is no limit to the amount of Mischief cards you may hold, or you can play. But keep in mind that those sought-after cards sometimes get stolen! The phase in which you can play your Mischief cards is indicated on each respective card.

Learning Spells

To learn new Spells, you need to visit the Classroom. During the Placement phase, place your Wizard or Magical Beast on a Classroom space and learn the corresponding Spell when resolving the space.

Important: You may only learn the same Spell once. But each Regular Spell may be learned by up to 3 houses (Forbidden Spells by up to 2 houses).

If your Reputation score is less than 3: you can learn 1 of the Spells available in the Classroom.

If your Reputation score is more than 3: you can learn up to 2 of the Spells available in the Classroom for each action space in the Classroom.

Spend the resources shown on the card to learn the Spell by returning the resources to the supply. Then place your Spell marker on the highest available position (space) of the chosen Spell.

  • Regular Spells have 3 positions for markers, with the first position granting you 1 bonus Star if you occupy it. It pays to be the first player to learn a new Spell. Teachers love that!
  • Forbidden Spells only have 2 spaces but grant mightier rewards. Draw 1 Darkness card after learning a Forbidden Spell. You need an adequate Wand to cast Forbidden Spells, recognizable by the Forbidden Spell symbol.

If all spaces on a Spell are occupied it cannot be learned anymore. If a Spell is exchanged, for example, through Cut in Line in the Teacher's Lounge or after a Magical Event, you get your Spell markers back that were on that Spell. (This is the only way to get your Spell markers back.)

Stars obtained through Spells are only active until the next Intermediate Scoring and expire thereafter. Unlike your equipped Wands or Brooms, which provide permanent bonuses, you must always earn the Stars through Spells anew!

The printed page shows an example spell card: place your Spell marker, spend the resources, get 3 Stars + 1 bonus Star for learning this Spell first!

Symbol Overview

The printed symbol key shows the following icons:

  • Objects: Wand, Broom.
  • Time: Morning, Night.
  • Cards: Duel, Magic Spell, Prophecy, Darkness, Midnight Carnival, Mischief, Beast, Teacher, Magical Event.
  • Resources: Goods, Herbs, Coins.
  • Tracks: Victory Point, Prestige, Prestige (permanent).
  • Talents: Energy, Reputation, Strength, Knowledge; a "+X" and "-X" marker shows gain and loss.
  • Duel: Duelists; Share?, Attack!, Hold back.
  • Magic Spell: Regular Spell, Forbidden Spell.
  • Spaces: Enter: Pay 1X; Enter: Receive 1 Darkness card; Triggered: pay 1 Energy per free non-interrupted space beneath you.
  • Misc.: fulfilled, unfinished, exchange, steal, Wizard meeple, Spying Magical Event.

2-Player Game

Note the following adjustments for 2-player games.

Setup

  • Use 3 Player side of the game board.
  • Sort out the Magical Events Magic Tournament and Quina Tournament, as well as the 2 Broom and Wand cards with the 4-player symbol, and place them in the box.
  • In addition, you play against a house that is known for putting obstacles in the way of other houses: House Obsidio. Only use the starting material cards with the 1, 2 and 3. Both players receive one, the third indicates the position at which House Obsidio will start the game (the remaining values can be ignored).
  • After selecting the houses, place 2 random duel markers in the duel arena (including the 2 houses of the opponents and Obsidio as the 3rd house).
  • At the start of the game, both players receive 3 Darkness cards with the values 1, 2 and 3.
  • Reveal the House Obsidio card. This shows which values House Obsidio will have during the Magical Events.

Whoever starts in the current sleep order, has the choice between the Obsidio markers 1 and 3, or 2 and 4, respectively. The markers not chosen are given to your (human) opponent. House Obsidio places its marker 5 on the top position in the Midnight Carnival. It stays here until the end of the game.

Whenever House Obsidio would take a turn, the person holding the marker with the lowest value (i.e. first marker 1, then marker 2, etc.) gets to place an Obsidio marker on any space that is not a Night space. This action blocks that space for all other Wizard and Magical Beast meeple for the remainder of the school year.

In each school year, all 4 Obsidio markers are placed, thus blocking 4 spaces. House Obsidio doesn't receive any rewards for the spaces, and no space effects are triggered. Its Points and Star tracks are also not affected by the spaces.

After each year, the person who went to bed first chooses whether they want to receive Obsidio markers 1 and 3 or 2 and 4. Your opponent then receives the ones you did not choose.

Dueling Club

You each choose 1 of your Darkness cards. During the Duel, while having your eyes closed, you must choose the gesture given on your Darkness card. If you do not have a Darkness card at this point, immediately draw 1 Darkness card. This applies to every Duel, whether it is against your human opponent or against House Obsidio. Use the gesture indicated on the Darkness card and discard that card after the duel.

If you compete against House Obsidio, reveal 1 random Darkness card for them. This card dictates the gesture for House Obsidio. House Obsidio receives no rewards but is evaluated for the duel as usual. This means they can win, share the victory through gesturing Share? and so on.

Magical Events

Reveal 1 Magical Event and resolve it as usual. The Obsidio card indicates the amount of Herbs, Goods etc. Obsidio uses in the respective event. Only when it comes to Energy, Obsidio automatically uses as much as they have.

Obsidio cards

Magical Event 1Magical Event 2Magical Event 3
Herbs234
Wares234
Coins345
Energy101010
Strength236
Knowledge145

Final Evaluation after the 5th School Year

  • VP for Mischief cards, if available.
  • Darkness values:
    • Highest value: -1 VP.
    • Is there a tie? Current sleep order!
  • Prophecies:
    • Most fulfilled Prophecies: +1 VP.
    • Is there a tie? Current sleep order!

In the event of a tie in the overall ranking, the current sleep order decides.

Short Overview (3-4 Players)

Placement phase (every school year)

  • Place 1 Wizard (or 1 Magical Beast) at a time in turn order until all figures are placed. Only 1 meeple per space.
  • Each player must place exactly 1 Wizard on exactly 1 Night space! Magical Beasts cannot be placed on Night spaces.
  • Occupied Morning spaces are resolved immediately. When all Wizard/Magical Beasts have been placed, continue.

Evaluation phase (every school year)

Resolving the spaces according to the path: Duel Arena, Sport Field, Library, Study Hall, Classroom, Dormitory, Midnight Carnival.

  • Rest: Instead of using their space, Wizards and Magical Beasts may be placed on the rest space (character board) to not receive the effect of the abandoned space after all. The house receives 4 Energy. This field can also contain more than 1 meeple.
  • Used a Magical Beast? Turn its card 90 degrees. Discard the Magical Beast card after its last use and place the meeple back in the Farm.
  • Night Space: Determine the starting player for the next school year. Receive bonuses / penalties.

Magical Event and Intermediate Scoring (only after the 2nd, 4th and 5th school year)

  • Reveal and resolve 1 Magical Event. (In case of a tie, current sleep order!)
  • Perform Intermediate Scoring: (In case of a tie, current sleep order!)
    • Most Stars: 3 VP
    • Second-most Stars: 2 VP
    • Third-most Stars: 1 VP (/1 Mischief card if less than 4 players)
  • Replace all Spells from the selection, Spell markers back to the players.
  • Replace Magical Beast selection.
  • Remove all expiring Stars from the track.

Cleanup phase (not after the 5th school year)

  • Reveal new Midnight Carnival card.
  • Reveal new Teacher card. Put the previous one under the Teacher pile.
  • Reveal a new Duel card and determine the duelists. (For 2-3 players: determine clockwise instead of card specification.)
  • Get your Wizards and Magical Beasts back.
  • Advance the time marker.

Special preparations for the 3rd school year

  • Replace Brooms and Wands with cards of levels III-V.

Final scoring after the 5th school year

  • VP for Mischief cards, if applicable.
  • Darkness values:
    • Highest value: -2 VP
    • Second-highest value: -1 VP
    • Tie?: Current sleep order!
  • Prophecies:
    • Most completed Prophecies: +2 VP
    • Second most completed Prophecies: +1 VP
    • Tie?: Current sleep order!

In the event of a tie in the final scoring of Victory Points, current sleep order decides.

  • Player boards (character boards)
  • Meeples (wizard figures)
  • Shuffle the Midnight Carnival cards, draw 5 of them face down and place them next to the Midnight Carnival space, reveal the first one. Return all unused cards to the box. They are not needed in this game.

  • Next, shuffle the Teacher cards, place them face down in a pile on the corresponding teacher space and reveal the top one.

  • Now shuffle the Spell cards and place 1 card face up on each corresponding position next to the game board. Place the remaining pile next to the game board.

  • Shuffle the Magical Event cards and place 1 of them face down on each of the 3 spaces of the game board. The remaining Magical Event cards go back into the box. They won't be needed in this round.

    • 2-3 Players: Leave out the Magic Tournament and Quina Tournament cards.
  • Place the Magical Event Action cards within reach; they will be needed later.

  • Now shuffle the Student cards and deal 2 to each player.

  • Now shuffle the Starting Material cards and randomly give 1 to each player.

    • With 2-3 players: Only use the starting material cards without the 4 symbol.
  • Place all victory point markers and all Star markers on the 0 of their respective tracks.
  • Place the Duel markers of the dueling houses in the Duel Arena as shown on the Duel card. The markers of the remaining houses go to the spectator seats below the arena. (2-3 Players: Ignore the dueling houses on the Duel Arena card and simply place randomly drawn duel markers in the arena; the remaining house is placed in the spectator seat below the arena.)
  • The first school year begins now! Start in reverse order: The person who chose the house last starts the game, the second-to-last person goes second, and so on. Place your order-token next to the order-number of your house at the tower.