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Magor the Magician

Magor the Magician Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparation
  • Object of the Game
  • Rules of Play

Contents

  • 1 large wizard (Magor), electronic figure, which requires two 1.5 V batteries (Micro LR 03)
  • 1 game board (Spielplan)
  • 32 ingredients for the potion (on a punch-out sheet, Stanztafel)
  • 1 rulebook (Spielregel)

Preparation

  1. Insert the batteries into the wizard. Two 1.5 V batteries (Micro LR 03) are required. If you do not already have them at home, you must get them before the first round; they are available at any shop. Figures 1 to 3 show how to insert the batteries correctly:
    • Figure 1: open the battery compartment in the direction of the arrow.
    • Figure 2: insert the batteries.
    • Figure 3: close the battery compartment in the direction of the arrow.
  2. Carefully punch the ingredients out of the punch-out sheet (Stanztafel). On their reverse side, the chips carry various magic symbols in four different colours.
  3. Each player chooses one colour and takes the eight chips in that colour. Hold your ingredients in your hand or place them face down in front of you.
  4. The colour determines your placement spaces (Ablagefelder) on the game board. Turn the game board so that each player sits in front of the round spaces of their own colour. For example, the player who has the ingredients with the green magic symbols places their chips on the green placement spaces.
  5. Finally, place the wizard on one of the six black spaces next to the magic potion. From there, he will later circle the potion while conjuring.

Object of the Game

Whoever is the first to place all eight of their ingredients wins the game.

Rules of Play

With the toad's leg and the black spiders, the game can begin right away.

Everyone simultaneously places one of their ingredient cards face down on the first placement space of their colour (see Figure 4, first placement space, far right and outside). Each player decides for themselves which ingredient to place. Only the card with two spiders may not be placed as the first card.

Then the youngest of you moves the wizard Magor one space clockwise. Place the wizard on the next space with light pressure. This triggers the electronic contact, and Magor immediately begins to glow and beep. He considers whether he should trust the children, or whether he would rather check what they have slipped him this time.

When Magor's magic hat has stopped glowing after the beeping has ended, Magor wants to check on the children. The truth now comes to light!

  • Everyone must turn over the last card they placed. Then see what is hidden underneath.
  • A player who placed a matching ingredient may breathe a sigh of relief. Nothing happens to them.
  • All players who placed a good ingredient may turn it face down again. It stays on its placement space.

If Magor discovers a spider at one of the players' placements, he becomes terribly angry, and the players must immediately take that spider card back into their hands.

If the card has two spiders, you are punished especially hard. You must now take the last two cards you placed back into your supply.

So beware of the hat, for the wizard Magor shows no mercy!