Mirakel Mix
Mirakel Mix Rulebook
Table of Contents
Table of Contents
The Magical Goal
Be the first to get out of the cave!
The Enchanting Materials
- 1 original "Mirakel Mix" cauldron
- 1 cave gameboard with a mixing flask lab
- 36 magic potions (cards)
- 18 drops (balls)
- 40 miracle-mix disks
- 3 magic bowls
- 4 apprentices (game figures)
The magic potion cards have a front side and a back side.
The Masterful Set-Up of the Game
Before the first game, put together the cauldron and the 3 magic bowls, as described in the assembly instructions.
Before the game starts, place the board showing the cave and the mixing flask lab in the middle.
Make sure that the visible side of the board indicates your number of players: the side marked for 2 or 3 players, or the side marked for 4 players.
Sort the 36 magic potions and put them – with the empty side facing up – below the respective mixing flask.
Fill all drops into the cauldron through the hole in the handle.
Rotate the cauldron multiple times in a counterclockwise direction, in order to mix the contents well.
To fill drops into a magic bowl, put it into the base of the cauldron.
Keep rotating the cauldron clockwise until the 4 drops, one by one, fall into the bowl.
After that, fill 4 drops from the cauldron into each magic bowl and place the bowls so that they are easily accessible.
Each player takes one apprentice and all miracle-mix disks in the desired color.
The Exciting Run Through the Cave
The player who last had a colored drink starts the game.
In turn, players place their apprentice on an unoccupied starting space and then continue playing in unchanged order.
Every Game Turn Matters!
Filling 4 drops into the cauldron
On your turn, you empty the 4 drops from one magic bowl of your choice into the cauldron.
Turning 4 drops out of the cauldron
Then, in a clockwise direction, you turn the cauldron, thus refilling the just-emptied magic bowl with another 4 drops that – one after another – fall out of the cauldron. Then put the refilled magic bowl back with the other filled magic bowls.
When you fill the drops in, the hole at the twist-grip of the cauldron is always at the top.
Turn gently and not too fast! If the turning is difficult, turn the twist-grip back a little and then forward again!
Once the fourth drop has fallen out, the magic bowl is full.
Placing the miracle-mix disks
After each drop leaves the cauldron, immediately put one of your miracle-mix disks on an unoccupied mixing-flask space that matches the color of the drop.
- If there are several unoccupied spaces of this color, choose one of them.
- If there is no unoccupied space of this color, put one disk on any unoccupied mixing-flask space of any color.
Example, part 1: You turn the cauldron. A red drop falls from there into the magic bowl. You put one of your miracle-mix disks on an unoccupied red mixing-flask space of your choice.
Example, part 2: If there is no unoccupied red mixing-flask space left, you put a miracle-mix disk on any other unoccupied mixing-flask space.
Are There Any Completed Magic Potions?
As soon as you have refilled the magic bowl with 4 drops (and have placed 4 miracle-mix disks), completed magic potions become effective. A potion is considered completed when all the spaces of its mixing flask are occupied with disks.
There are two options:
- No magic potion is complete. Too bad! Nothing happens. Your game turn ends.
- At least one magic potion is complete. Super! Continue your game turn as allowed under Effective magic potions.
Effective Magic Potions
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Turn the card pile of each completed potion onto its filled side.
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Take the top card from each completed potion and put it in front of you. (You get cards only if you have completed magic potions on your own game turn! Once a card pile is depleted, you don't get any potion from there.)
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Move your apprentice one cave space per completed potion in the direction you want. In doing so, observe everything that is stipulated in The basics of the apprentices' movement (see below).
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After that, the other players who have contributed to completed potions with their own miracle-mix disks may also move their apprentice. They do this:
- in turn, one after another (in a clockwise direction, beginning with their left neighbor)
- one space for each completed potion that also contains their disks, no matter how many.
Note: For the movement of your apprentices, it is irrelevant how many of your own miracle-mix disks are contained in the mixing-flask of the completed potion. Even if you have several disks in a completed potion, you move your apprentice only 1 space (for this potion). Players who don't have any miracle-mix disk in the completed potion do not move their apprentice (for this potion).
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After that, take your miracle-mix disks back from the completed potions.
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Finally, turn all the cards of the magic potions back onto their empty side.
The Basics of the Apprentices' Movement
- There may be no more than one apprentice on each cave space.
- You are allowed to move past (i.e., "pass") other apprentices, provided your moving range suffices for that. (However, you have to include the "passed" space in your count; you can't pass if your movement ends on this very space.)
- You may let moves go to waste – partially or even completely – even if you would be able to make them.
- It is crucial to always observe the order in which players – one after another – may move their apprentice.
- You can cross through the 4 obstacles (flame wall, poison pit, lightning grid, monster crypt) only with the help of the magic potions you have already collected:
- Give up the potion that shows the obstacle you are crossing through. Put the card (with its empty side facing up) back on the corresponding pile in the mixing flask lab.
- This can even be a card you have just gotten on the current game turn.
- If you don't have the matching magic potion, you cannot cross through here.
- You may cross through multiple obstacles on one game turn, provided you give up the respective magic card for this (and are able to move far enough).
- The "double-speed" magic potion allows you to double your moving range. If you give up this card, you move your apprentice (without a stopover) twice the number of spaces you could normally go. You may not give up more than one "double-speed" potion on the same game turn.
- The "place-swap" magic potion allows you to exchange your apprentice with an apprentice on an adjacent space. If you give up this card, you place your apprentice on the adjacent space where an apprentice has been standing, and place that apprentice on the space where yours stood. You may swap apprentices that have a barrier between them, if you additionally give up the potion that allows you to cross through this obstacle.
Examples
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Merlina Pinkana turns a yellow drop out of the cauldron. She puts one of her own miracle-mix disks on a yellow mixing-flask space (of her choice).
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After that, a red drop falls out of the cauldron. There is only one unoccupied red mixing-flask space left. Merlina puts one of her disks on this space.
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Another red drop leaves the cauldron. Now there is no mixing flask with a red space left. Merlina may choose any unoccupied mixing-flask space for her next miracle-mix disk. She picks a green space; this way, she completes a magic potion.
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The last drop on Merlina's game turn is blue. This enables her to complete another magic potion.
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Now Merlina turns the cards of the two completed potions onto their filled sides and takes one card from each of the corresponding piles.
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Merlina has completed two magic potions. Consequently, she moves her apprentice 2 spaces. In doing so, she hits upon a poison pit. Good that she just got a card of the matching magic potion; she gives up this card in order to cross through the poison pit here.
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Merlina's left neighbor, Houdini Orangebeard, has a total of 3 miracle-mix disks in both completed potions. But the number of disks doesn't matter, so that Houdini may advance his apprentice only 2 spaces for the two completed potions. However, Magianca Lilacanca is standing in his way there. Since Houdini doesn't want to alternatively move in a different direction, he advances his apprentice only 1 space.
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His left neighbor, Balduin Brown, isn't in a better position – since he doesn't participate in any completed potion, he remains where he is.
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His left neighbor, Magianca Lilacanca, is the last player to move. She has miracle-mix disks in both completed potions, so that her apprentice may move 2 spaces. To do so, she gives up one "double-speed" card and may now move even 4 spaces – through the poison pit, since she has the magic potion for this as well and gives up this card. However, she has to let one step of her movement go to waste there, since the space where she would land on her 4th step is already occupied by Balduin Brown.
The Phantasmal End
Once one player's apprentice leaves the cave, the game ends immediately. This player has passed the master exam of Professor Murkelmax with flying colors and wins the game.
This is how you clean up: (shown in pictures only in the source)