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Princess

Princess Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparations
  • Playing
  • The useful things
  • Game end
  • Memory game
  • Additional cards
  • Description of the cards

Contents

Game board, game rules, 4 pawns, 1 die, 6 night cards, 6 obstacle cards, 24 cards with useful things (1 to 24), 12 encounter cards (A to M) and 12 blank cards.

Preparations

  • Put the game board on the table.
  • Find the 12 pink cards with useful things (1 to 12). The other 36 small cards are put in the box, they are not used in this game. Shuffle the pink cards and form face down sets of 3 cards. 3 near the 3 trees, 3 near the mountains, 3 near the houses and 3 near the bundles of straw. Take care that no one knows which card is where!
  • Put the 6 night cards (the puzzle) next to the board.
  • The other 6 large cards are put on the board, on top of the smiling princess. First the sleeping princess, on top of it the tunnel, then the door, then the guard, then the dog until only the castle with moat is visible. The colour of the cards may help you to find the correct order.
  • Each player chooses a pawn. Put each pawn in a different corner, on a moon space. Decide together who may start the game.

Playing

  1. Roll the die to see how many space you can move. Move clockwise, following the edge of the board.
  2. When you land on a village space (houses), a forest space (trees), in the fields (bundles of straw) or in the mountains, you can turn up one of the cards lying there. Decide together whether you want to use this useful thing (see below). When there are no more cards, nothing happens. Your turn is over.
  3. The rainbows are lucky spaces. When you land here, you can choose one of the four places to turn up a card.
  4. When you land on a moon space, it slowly gets dark! Take one of the 6 night cards (the door is the last one) and put it on the right spot on top of the castle.
  5. Now is the next player's turn.

The useful things

  1. When you have turned up a card, you can try to overcome the obstacle that is lying on top at the moment. At the start of the game, this is the water moat.
  2. How can you overcome the obstacle with this useful thing? Tell the other players how you want to overcome the obstacle. Use your imagination to think up a short story. You may ask the other players for advice.
  3. If all players agree that you have found a good solution, you may remove the obstacle card and put it in the box. The useful thing is also put in the box.
  4. Each glowing thing (like a candle or a firefly) can be used to overcome an obstacle but instead they can also be used to chase away the darkness! Remove one night card from the board and put it back besides the board. Put the useful thing in the box.
  5. A useful thing can also be saved for later use. The card remains in its place, face up. As soon as any player comes by, he or she may choose this card instead of a new card.

Game end

  1. If you have succeeded to wake the princess from her enchanted sleep, then you all win. The princess is very happy for being saved!
  2. The night has its own beauty and magic. But at night it is too dark to find useful things, to overcome obstacles and to save princesses. Therefore, the game also ends when it is completely dark. When the last night card (the closed door) is put on the board before the princess is woken, the game is over. You did not succeed in rescuing the princess. Time to go home and get some sleep. Tomorrow we will try again!

Memory game

For some extra challenge, turn back the useful things that you want to save for later use. Help each other to remember which things are where!

Additional cards

Once you have played the game a couple of times with the pink cards, you can replace them with the blue cards (13 to 24). Or make your own set of 12 cards, keeping the number of glowing objects at no more than 3. The blank cards can be used for creating your own resources and skills (e.g. patience, strength, swimming, ...). You can also use them when a card is lost.

Description of the cards

Useful things (cards 1 to 24)

  • 1 Candle
  • 2 Candle
  • 3 Firefly
  • 4 Flower
  • 5 Magical potion
  • 6 Official letter
  • 7 Key
  • 8 Bone
  • 9 Diamond
  • 10 Boat
  • 11 Glasses
  • 12 Horse
  • 13 Torch
  • 14 Lantern
  • 15 Glowworm
  • 16 Feathers
  • 17 Fairie
  • 18 Flute
  • 19 Log
  • 20 Bread
  • 21 Rope
  • 22 Cloak
  • 23 Shovel
  • 24 Map

Encounter cards (A to M)

  • A Witch
  • B Jester
  • C Beggar
  • D Thief
  • E Queen
  • F Minstrel
  • G Comet
  • H Farmer
  • J Wizard
  • K Innkeeper
  • L Freule
  • M Merchant