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Magic Keys

Magic Keys Rulebook

Table of Contents

Table of Contents

  • Components
  • I. Game Preparation
  • II. Gameplay
    • 1. Roll the dice and move forward
    • 2. Pull out a key and open the treasure chest
    • Number of gems by key color
    • 3. End the turn
  • Special Spaces and Events
    • Golden Key
    • Magic Pond and Fake Key
    • Recovery
    • Teleport
  • III. The End of the Game

Components

  • 1 game board
  • 1 tray
  • 1 castle, 6 towers
  • 3 woods
  • 21 keys: 5 keys for each color (purple, blue, green, yellow), 1 golden key
  • 1 treasure chest
  • 42 gems of memory
  • 1 player pawn
  • 3 dice

Each side of the dice consists of the following: 1, 2, 3, 4, moon, moon.

I. Game Preparation

  1. Place the game board on the tray. Align the direction so that the magic pond (the hole in the corner of the tray) and the rounded shape of the game board fit.
  2. Assemble the castle and the towers, then put the castle and wood pieces on the designated slots of the game board.
  3. Put the keys in the designated slot according to their color, as shown in the picture. And put the golden key in the designated position in front of the castle's gate.
  4. Put all the gems in the treasure chest and close it. (You can use the golden key to open the box.)
  5. Place the pawn in the starting place on the game board.

II. Gameplay

The youngest player takes their turn first. After that, each player takes turns in clockwise order.

Each player's turn proceeds in the following order.

1. Roll the dice and move forward

  • Roll three dice simultaneously, and put aside all dice with the moon symbol among them. Choose one of the remaining dice and advance the game pawn by the number indicated on the chosen dice.
  • After moving the game pawn, you can choose one of the following:
    • Roll the dice and move again: Roll all remaining dice and put aside the moon dice from the result again. After that, choose one of the number dice and move forward. As long as you have any available dice, you can roll the dice again any number of times to move forward.
    • Pull out a key: If you don't want to roll the dice and move anymore, proceed with the 2. Pull out a key and open the treasure chest step.
  • If all dice have been put aside due to dice showing moon during your turn, skip steps 2 and 3 and immediately proceed with the 3. End the turn step.

Example: Jane rolled three dice, and the results were moon, 3, and 1. Put the dice with moon aside, then choose 3 to move the pawn three spaces forward.

Events occur!

  • When the dice were rolled for the first time at the starting place, if the moon came out for all three dice, a "Teleport" event would take place.
  • When all dice show moon and if you have a fake key at that time, you can perform the "Magic Pond and Fake Key" event.

For more information on the event, refer to the Special Events section below.

Example: Jane decides to roll the dice one more time. She can roll only two dice because Jane put one moon dice aside in the previous roll. Moon and 4 came out in the result. Jane chooses 4 and moves the pawn forward by four spaces. Jane decides not to move further this turn, so she pulls out the key in the current space.

2. Pull out a key and open the treasure chest

If you decide to stop moving, you should pull out the key from the space where the game pawn is currently located. If you have pulled out the key, immediately try to open the treasure chest using the key.

  • If it's a true key, the treasure chest will be opened! Get some gems according to the color of the key. Hang the used true key on the tower of the castle. Close the treasure chest, then place it back. Note: You can never keep the true key you used!
  • If it's a fake key, the treasure chest won't be opened. Put the treasure chest back in place, and put the fake key in front of you.

Tip: There are three true keys and two fake keys in each color. You can figure out how many true/fake keys are left in the forest by counting used keys (True keys are hung on the tower, and fake keys are placed in front of players and in the magic pond).

Example: Jane opened the treasure chest with a blue key. "Click!" and the chest opened. That was the true key! Jane takes out two gems and brings them in front of her. Then hangs the true key on the tower.

Note:

  • If you forcefully turn the key or open the lid, it can damage the treasure chest and key. Please be careful when opening the chest!
  • When you open the chest, the box won't be opened well if you hold the box's lid and turn the key around. So please hold the bottom of the chest when you open it.

Number of gems by key color

Color of the keyNumber of gems
purple2
blue2
green3
yellow4
gold5

3. End the turn

In the following cases, your turn ends, and the player on your left will proceed with their turn.

  1. If you try to open the treasure chest: If you try to open the chest, you will get gems or fake key, depending on the results. In this case, move the game pawn to the starting space then the next player starts their turn.
  2. If all dice show moon: Finish your turn immediately. In this case, the next player will start their turn without moving the pawn to the starting space.

Special Spaces and Events

Golden Key

The golden key in front of the gate is the true key. So you can always open the treasure chest when you use the golden key.

When the game pawn arrives or passes here, you can open the treasure chest with a golden key and acquire five gems of memory.

Golden key should not be hung on the tower. Please put it back in its original place!

Magic Pond and Fake Key

At any time of your turn, put one fake key you have into the magic pond and bring back all the dice you had put away because the moon came out. After that, continue with your turn.

If you have multiple fake keys, you may use this ability several times during a single turn. If you want, you can keep them for later.

Recovery

If the game pawn stops in the red box with the characters on it, you can bring back all the dice you've put away and use them.

Teleport

When you roll the dice the very first time at the starting place if all three dice show moon, go directly to the "Recovery" space described above. You can bring back all dice then continue your turn. This event only applies when the dice are rolled at the starting place.

III. The End of the Game

As soon as a player acquires the required number of gems, the game immediately ends, and the player wins.

The required number of gems depends on the number of players as follows:

PlayersGems required
2 players15
3 players13
4 players11