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Spinnengift und Krötenschleim

Spinnengift und Krötenschleim Rulebook

Table of Contents

Table of Contents

  • Game Idea and Game Goal
  • Game Materials
  • Preparing the Game
  • Course of the Game
    • How to win a magic chip
    • All ingredients correct!
    • Example of a move
    • Magic chip with a star
    • Wrong ingredient!
    • The impudent goblin
    • Do not forget to turn the ingredient cards back over!
  • Witch Moving
    • Example of a witch's move (pictured in the instructions)
  • Ending the Game

Game Idea and Game Goal

For 2-4 players over the age of six.

In the witch's kitchen the goblin is loose! He has turned everything topsy-turvy. Just where was the Bibberkraut (tremble weed)? And the Würgewurzel (choke root)? And where is the Mäusedreck (mouse poop)? That could make a witch tear her hair out… During the game you must try to remember which ingredients are where. For the person who finds the right ingredients receives a witch medal. In addition, that person can put a magic chip in the witch's cauldron. Chip by chip it fills up. But only when no magic chip fits in anymore, does a monster come out of the cauldron! The person who has the most witch's medals and monsters at the end of the game is the winner.

Game Materials

23 Ingredient cards:

3 Spinnengift (spider venom); 3 Krötenschleim (toad slime); 3 Stinkepilz (toadstool); 3 Bibberkraut (tremble weed); 3 Mäusedreck (mouse poop); 3 Würgewurzel (choke root); 5 Kobold (goblin).

7 Ungeheuer (monsters); 1 Spielplan (playing board); 4 Hexenfiguren (witch figures); 1 Hexenkessel mit Abdeckung (witch's cauldron with cover); 25 magic chips (5 with a star, and five each with 1, 2, 3, and 4 holes); 1 die with stickers; 42 witch's medals.

Preparing the Game

  • Before the first game you must carefully remove all parts from the frame and place a sticker on each side of the die.

  • Place the game board in the middle of the table.

  • Place a magic chip of your choice on each round spot on the playing path.

  • Shuffle the ingredient cards thoroughly and place them face down around the game board.

  • Each player chooses a witch figure and places it next to a magic chip of the player's choice that has only one hole in it. At the beginning of the game only one figure can stand next to any chip.

  • Place the witch's medals in four stacks on the four corners of the game board.

  • Place the seven monsters next to the game board.

  • Now prepare the witch's cauldron: Take any monster and place it with the top down in the cauldron and place the lid on the cauldron.

    Hint: By the inserting of magic chips the cauldron is filled. The monsters are formed such that at least two chips are needed for a monster to fall out of the cauldron, but sometimes it may take as many as 6 chips.

  • The person who has most recently ridden on a broom begins the game. What? None of you has already done that? Alright, then the youngest player begins. That player takes the die and places the witch's cauldron in front of him or her.

Course of the Game

But before the game really begins, you receive a few directions. The youngest player turns over any six ingredient cards. The players try to remember the pictures on the cards. When you have looked at them long enough (about as long as it takes to count to ten), the cards are turned face down again. Now you know some of the ingredient cards. You will become acquainted with the others during the course of the game.

Now it really begins!

How to win a magic chip

  • When it is your turn, you try to win the chip next to which you stand. In the beginning each witch stands next to a magic chip with one hole.
  • In order to win a magic chip, you must correctly uncover 1, 2, 3 or 4 ingredient cards. The exact number is determined by the number of holes in the chip. For the chip with the five-pointed star you must find 5 ingredients.
  • Each time before you turn over a card, you throw the die. The ingredient that comes up on the die is the one that you must find.
  • Then you turn over a card that you believe has the picture of the ingredient that you are looking for. If you have turned over the right card and the chip has 1 hole, you have already won the chip.
  • If there are 2 or more holes in the chip, you throw the die again and seek for the ingredient that comes up on the die now, etc.
  • IMPORTANT: Ingredient cards that have been turned over remain face up until the end of the turn.
  • If you stand next to an empty circle at the beginning of your turn, or if you do not want to win the chip that you are next to, then you can move your witch further along the path. How that is done will be explained later, see "Witch Moving."

All ingredients correct!

  • If you turn over all of the ingredient cards correctly, you can take a witch medal from one of the stacks.
  • In addition you can put the magic chip in the witch's cauldron. If there are not yet enough magic chips in the cauldron, nothing will happen and your turn is over.
  • If, however, putting the magic chip in the cauldron causes the monster to fall through the bottom of the cauldron, you can take the monster and place it in front of you. Then you must immediately place a new monster top down in the witch's cauldron.

Example of a move

You stand with your witch next to a magic chip with three holes. That means that you now have to find a correct ingredient card three times in a row. Which ingredient you have to find each time is shown on the die. You throw the die and it comes up Mäusedreck (mouse poop). Try to remember where it was. You found it? Well done! Since you succeeded that time, you throw the die again. You are now seeking for Bibberkraut (tremble weed). You turn over one of the ingredient cards and…really…beneath it is hidden a…Bibberkraut! Now you have to find a third correct ingredient card. You quickly throw the die. Aha, Mäusedreck again. That means that you now have to find another card with Mäusedreck on it. Do you know here that could be? You immediately turn over a card… It is Mäusedreck. You found all of them correctly! As a reward you take a witch's medal and place the magic chip in the witch's cauldron. Will the monster come out now?

Magic chip with a star

With a magic chip with a five-pointed star you must find five correct ingredients. If you accomplish that, for this especially difficult task you receive two witch's medals as a reward. Nevertheless, you place only the one magic chip that you won into the witch's cauldron.

Wrong ingredient!

  • If you turn over a wrong card, the magic chip remains on the spot and your move is immediately over. Hint: That is also the case if all three cards of one kind already lie face up and you throw that ingredient again with the die.

The impudent goblin

Among the ingredient cards there are five cards on which there is no ingredient, but on which the impudent goblin is pictured. If you turn over such a card, you are so disturbed that your move is immediately over. And as if that were not enough bad luck, each of the other players is permitted to take a witch's medal from one of the stacks. Therefore, take careful note of where the goblins are, so that this does not happen to you again.

Do not forget to turn the ingredient cards back over!

  • At the end of your move you must turn back over all of the ingredient cards that you have turned up. Otherwise it would be too easy for the other players. It is then the turn of the next player in a clockwise direction, and that player receives the die and the witch's cauldron.

Witch Moving

  • At the beginning of your move, each time you have the choice to either remain standing with your witch next to your spot, or to move on along the paths one or two spots. However, you can only move two spots if you pass over an empty spot in the process. That is especially helpful when many magic chips have already been removed from the board.
  • If another witch already stands next to the new spot, that does not matter. Simply place your witch next to it. Two or more figures can stand next to any spot – no matter if it is with or without a magic chip – (except during the positioning at the beginning).
  • Nevertheless it can happen, that when moving on you come to stand next to a spot without a magic chip. Next to a spot without a chip, you cannot, of course, win anything. Your move ends immediately and it is the next player's turn.

Example of a witch's move (pictured in the instructions)

You stand with your red witch next to a magic chip with four holes. However, for you it is still too difficult to find four correct ingredients. Therefore you move your witch in the witch's kitchen. You move it across an empty spot next to a spot with a two-hole chip. Since the yellow witch is already there, you place your figure next to it. Now you can try to win the magic chip.

Hint: You could not have moved to the one-hole chip on the far right because you can only jump over an empty spot. And you could not move to the lower one-hole chip because you would then jump over two empty spots.

Ending the Game

  • The game ends immediately when the seventh monster has been taken.
  • If it was somebody's turn and only two magic chips lie on the board, the game ends before that player takes the turn.
  • In both cases each player now counts the witch's medals and monsters that he or she has won. Each witch's medal counts 1 point, as does each monster. Whoever has the most points wins. If two or more players have the same number of points, whoever has more monsters wins. If there are the same number of monsters then there is more than one winner.