Hexenduell
Hexenduell Rulebook
Table of Contents
Table of Contents
Components
- 1 game board (in 4 parts)
- 1 witch figure (with magnet)
- 1 Mambo Jambo broom (with magnet)
- 16 magic gems in 4 colours
- 4 witch amulets
- 4 cords
- 3 symbol dice
- 1 bag
- 1 rulebook
Before You Begin
- Please remove the four elements marked with exclamation marks from the game board. They are needed for packing the game and may be discarded.
- Attach the cords to the magic amulets.
Goal of the Game
Players take turns, taking part in a duel with the enchanted broom. Each player tries to move the broom so that it "sweeps" the magic gems into the cauldron. This is done with magnetic-magic force. The active player must hurry. While he enchants the broom, the other players act as time keepers and quickly roll the time dice. As soon as enough time symbols come up on the dice, the active player's turn ends and the next player goes into the duel. The goal of the game is to be the first to move all four gems of your colour into the cauldron.
Setup
Assemble the game board and place it in the centre of the table. Lay the gems flat side down on the magic spots of the matching colours. Each player puts on a magic amulet. The colour of the amulet shows which gems that player will collect. Place the broom on any space of the broom's start spot. Prepare the witch figure and the dice.
Diagram labels: gem collection spot; duel zone; broom start spot; magic spots.
The Flying Broom Mambo Jambo
Taming the flying magnetic broom with a single spell is not easy. Of course, you will need the witch figure and good incantations, for example: "Conjure, old woman, conjure, old man, conjure, little grey bear!"
- Place the witch directly in front of the broom. The broom immediately moves forward a little.
- Carefully move the witch towards the broom. The magnets inside the witch and the broom have the same polarity, which means they push each other away.
- By moving the witch around Mambo Jambo, you can direct the movements of the broom and so move the gems with it.
How to Play
In each round, a player and the broom meet in a duel. The other players watch the time.
Play proceeds clockwise. The first player is the one who most often has to cast spells. If nobody agrees, the youngest player starts.
Place the witch on the game board in front of the Mambo Jambo broom. Speaking the starting spell, the active player tries to use the witch to move his gems with the broom into the big cauldron in the centre of the game board. Do this as quickly as possible.
Margin notes: Duel: witch against the broom, the other players are time keepers. Witch in front of the broom; starting command; control the witch.
Important Witch Rules
- The witch must always stay in the recessed part of the game board.
- You may touch only the witch figure. Under no circumstances may you touch the broom or the gems.
- Gems may be moved only by the broom, not by the witch figure.
Time Keepers
The remaining players become time keepers. Take the following number of dice, depending on how many time keepers there are.
One Time Keeper
The time keeper takes two dice. As soon as the command to start the turn is given, he rolls the first die until a time symbol appears on it. That die stays where it is, and he immediately starts rolling the second die until a time symbol appears on it as well. Then he shouts "Witch, stop!"
Two Time Keepers
Both time keepers take one die each. After the command to start the turn is given, the time keeper closest to the active player in clockwise order rolls his die until a time symbol appears on it. Then the second time keeper begins rolling his die. As soon as he also gets a time symbol, he shouts "Witch, stop!"
Three Time Keepers
Each time keeper takes one die. After the start command, the first time keeper clockwise from the active player rolls his die until a time symbol appears. Immediately afterwards, the second time keeper begins rolling his die. After the required symbol appears on it, the third time keeper rolls his die. When he gets a time symbol, he shouts "Witch, stop!"
"Witch, Stop!"
As soon as a player shouts "Witch, stop!", the duel ends immediately. The player who moved the witch takes the gems that he managed to move into the cauldron with the broom and places them on his gem collection spot.
The witch and the dice pass to the next players accordingly: the first time keeper becomes the active player, and a new duel begins.
End of the Game
As soon as the first player collects all the gems of his colour on his gem collection spot (four gems), he speaks the closing spell and becomes the winner.