Raffi Raffzahn
Raffi Raffzahn Rulebook
Table of Contents
Table of Contents
Components
- 1 Raffi Raffzahn figure
- 9 path tiles: 1 start tile, 4 forest tiles, 4 castle tiles
- 1 treasure chamber
- 1 castle gate
- 16 jewel cards: 4 each of: one blue jewel, two green jewels, three yellow jewels, four red jewels
- 16 chest pieces: 6 springs, 4 magic potions, 3 confused Raffi, 1 tornado, 1 blue jewel, 1 with two green jewels
Setup
- Lay out the nine path tiles in the following order: first the start tile, then the four forest tiles, and finally the four castle tiles.
- Place the castle gate between the last forest tile and the first castle tile.
- Place the treasure chamber on the last castle tile of the path, so that the gold treasure lies at the end of the route.
- Shuffle the chest pieces and place them face down as a stack next to the castle gate.
- Sort the jewel cards by colour into four stacks. Place one stack next to each castle tile, beginning behind the castle gate: blue, green, yellow, red. The red jewels are therefore next to the treasure chamber.
- Place Raffi Raffzahn on the start.
Goal and Gameplay
Whoever collects the most jewels wins! In turn, each player moves Raffi along the path towards the treasure chamber. The further he goes, the more valuable the jewel cards become. But beware: whoever walks too far may easily step on one of Brummelus's traps! Then that player is turned into a little pig, the jewels are lost, and he must immediately go back to the start. After that, the next player takes his turn. Hopefully he paid good attention and remembered where Brummelus has hidden his traps!
Each path tile consists of four spaces. Raffi must be moved forward across these spaces, either straight (vertically) or diagonally, but not sideways or backwards. Raffi must therefore enter each path tile (except the treasure chamber) exactly twice in order to move forward.
Note: Raffi must be moved from one space to the next in individual "jumps." He must be set down briefly on every space while moving. He may not be swung experimentally over all the spaces of a path tile in the air before being set down!
Getting Started
The oldest player begins. Take the Raffi figure and move it either straight or diagonally forward onto a first forest space.
Then one of the following happens:
- Nothing! Good, keep going and move Raffi one more space forward (straight or diagonally).
- "Klack!" Oh no, Raffi has been turned into a little pig! Brummelus's pig spell has caught him. Your turn ends immediately. Put Raffi back on the start. The spell does not reach this far, however, and look: "Klack!" Raffi becomes a dragon again here! Now the next player clockwise takes his turn.
Once Raffi reaches the first space behind the castle gate, you have the following two options for the rest of your turn:
- Continue forward to collect an even more valuable jewel card. But beware: Brummelus can catch you once on every path tile and turn you into a little pig!
- OR
- End your turn and take the jewel card lying next to the current castle tile. Put Raffi back on the start. Brummelus is now furious: he has noticed that his beautiful jewels have disappeared. He therefore changes his spell. Turn one of the path tiles you entered earlier in this same turn by 90 degrees, either a forest tile or a castle tile. You may decide for yourself in which direction to turn the path tile.
Note: If all four jewel cards of a stack have already been collected, you can no longer collect anything there and must keep moving Raffi forward.
If you reach the treasure chamber without being turned into a little pig, you are "Raffi-tastic!" Take the red jewel card lying next to it. Your turn ends here automatically. Put Raffi back on the start. Turn one of the path tiles you have entered earlier by 90 degrees, either a forest tile or a castle tile, and additionally turn the castle tile under the treasure chamber around in a circle several times quickly. Then place the treasure chamber back on top of the last castle tile. Then the next player clockwise takes his turn.
The Castle Gate and the Chests
When you move Raffi Raffzahn to the first castle tile behind the castle gate, at least one chest is certain to be yours as a consolation prize. If you are later turned into a little pig during your turn, you do not receive a jewel card, but instead take a chest and reveal it.
Careful: if you collect a jewel card during your turn, you do NOT receive a chest.
Once the chest stack is used up, there are no more chests for the rest of the game.
Which chest does what?
- Spring! Great! Place it in front of you until you want to use it. You may use it before beginning your turn. Then place the spring on any path tile. You may skip that path tile entirely. If you are turned into a little pig before reaching the spring, the spring stays where it is. The next player may use it! If the spring is jumped over, it is removed from the game.
- Extra jewels! Add them to your other collected jewels at the end of the game. Keep the extra jewels lying face up in front of you.
- Healing potion! Place the healing potion face up in front of you until you want to use it. If you are turned into a little pig in front of the castle gate and you have a healing potion, you may use it as follows: begin a new turn from the start immediately. The healing potion is removed from the game.
- Oh no! Brummelus has packed a nasty tornado! Immediately turn all face-up forest tiles around in a circle several times quickly. Now the magical memory game in the forest starts again from the beginning! The tornado is removed from the game.
- Oh no! Brummelus has put a confusion spell on Raffi! Beginning with the player who revealed the chest, all other players move Raffi alternately exactly 1 space forward. The player who is turned into a little pig has lost and receives the chest, which counts as minus one jewel at the end of the game. If, however, a player reaches the treasure chamber, that player receives the red jewel card lying there. This player then turns one path tile by 90 degrees, as usual, and turns the castle tile under the treasure chamber around several times. The confusion spell is then removed from the game.
Note on the chest names: the German component list calls the potion piece "Zaubertrank" (magic potion), while the chest description calls it "Heiltrank" (healing potion). Both refer to the same chest piece and are translated here as printed in each place.
End of the Game
The game ends as soon as a player has collected four (with 4 players), five (with 3 players) or six (with 2 players) jewel cards. Or immediately, when the stack of red jewel cards is used up.
Now count all the jewels on your collected cards and chests. Whoever has the most jewels wins! In case of a tie, there are several winners.
The princess is overjoyed and gives Raffi a big smack on his large green dragon nose as a thank-you! What a Raffi-tastic reward!
Princess Variant
Instead of collecting as many jewels as possible, the princess wants to get back exactly one jewel card of each colour. Whoever collects all four colours first wins! Note: in this variant, each of you may collect each different jewel card only once. For example, a player who has already collected a yellow jewel card may not stop on this path tile and collect another yellow jewel card. The chest pieces "extra jewels" and "confusion spell" stay in the box and are not needed.
Brummelus the Furious Variant
For the most magical memory masters among you: when a player ends a turn and has taken the jewel card, in this variant, instead of turning only one previously entered path tile as usual, he must turn two path tiles by 90 degrees each: one previously entered forest tile and one castle tile.