RulesPal
Chat
Rulebook
Junior Sagaland thumbnail

Junior Sagaland

Junior Sagaland Rulebook

Table of Contents

Table of Contents

  • Components
  • Before the First Game
  • Setup
  • Goal
  • Sequence of Play
  • End of the Game
  • Variant for Older Children: The Villagers' Race
    • Setup
    • Goal
    • Sequence of Play
    • End of the Game

Components

  • 1 game board
  • 9 tree tiles
  • 1 wooden die
  • 4 child pawns
  • 1 wizard pawn

Before the First Game

  • Carefully punch the tree tiles out of the die-cut sheet and assemble the game board like a jigsaw puzzle.
  • Look at the game board together. On the way through the forest you can see seven magical objects. Can you name them all?
    • Frau Holle's pillow
    • The golden goose
    • Puss in Boots
    • Gingerbread from the witch's house in Hansel and Gretel
    • One of the seven dwarfs
    • Cinderella's slipper
    • The Frog King

Setup

  • Place the wizard on his large purple starting space.
  • Together, the players choose one child pawn and place it on the starting space in the village.
  • Turn the tree tiles so that all objects are face down, shuffle them, and distribute them in the forest on the game board.

Goal

  • The goal of the game is to find three fairy-tale objects together before the wizard reaches the castle.

Sequence of Play

  • The youngest child begins and rolls the wooden die.
  • If you rolled a colour: move your child pawn in the direction of the arrow to the next space of the rolled colour.
    • If the pawn now stands on a large green space, it gets exciting: here you may search for a hidden object. Turn over any one tree tile.
      • If it shows the same object as the large green space the child pawn is standing on, hooray! Place that tile at the castle.
      • If another object or an empty tree is shown, everyone remembers it well and the tile is turned face down again.
  • If you rolled the wizard: unfortunately, bad luck! Move the wizard one space closer to the castle.
  • Then the next child in clockwise order takes a turn.
  • If the sought object is already at the castle, you may still turn over one of the remaining trees and see what is hidden beneath it.

End of the Game

  • The game ends as soon as the third object is placed at the castle. Congratulations: the children have together defeated the wizard, and the magical objects are saved!
  • If the wizard reaches the castle before you have found three objects, the wizard has won. The best thing to do is to try again right away!

Variant for Older Children: The Villagers' Race

Setup

  • Game board, small cards ("Kärtchen", see note below) and die are prepared as in the first variant. Now each child searches the forest for the fairy-tale objects on their own.
  • Each child chooses a pawn and places it on the village square.
  • The wizard pawn goes into the castle. From there he helps the children.
  • (Source note: the printed German text says "Spielplan, Kärtchen und Würfel". The game has no cards in its component list, so "Kärtchen" most likely refers to the tree tiles. The printed wording is kept here; this is a judgment call, not a change to the rules.)

Goal

  • The goal is to find two objects before all the others.

Sequence of Play

  • The children take turns rolling the die and each moves their own pawn.
  • The colour points have the same meaning as in the cooperative game above, but each child collects their objects for themselves and lays them face up in front of them.
  • Whoever rolls the wizard may jump to any large green space on the game board and try to turn over the tree tile that matches it.

End of the Game

  • Whoever first finds two objects wins!