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Storytelling

Storytelling Rulebook

Table of Contents

Table of Contents

  • Components
  • Basic Storytellers
    • The story cards
    • Game setup
    • Playing the game
    • End of the game
    • Winner
  • Advanced Storytellers
    • The Legend of Saint George: "The stinky breath"
    • The Three Little Pigs: "The wolf blew..."
    • Cinderella: "... Before the midnight bells..."
    • The Hare and the Tortoise: "The Race"

Components

  • 64 picture tiles (16 for each story: "The Three Little Pigs", "The legend of Saint George", "The Hare and the Tortoise" and "Cinderella")
  • 52 story cards (13 of each story) in Spanish and English
  • 52 story cards (13 of each story) in Catalan and German
  • 1 Hare figure
  • 1 Tortoise figure
  • 1 Clock token
  • Game rules

Basic Storytellers

Below are the basic rules to play Storytelling. With these rules you can play any of the 4 stories. Further down, you will find the advanced rules for each one of the stories in case you want to do a Storytelling game more complicated and different for each story.

The story cards

Each story card has a front and a back. The front shows the text read aloud by the Storyteller, the card number, and the victory points. The back shows the order of the pictures that correspond to the text.

  • Card number: shown on the front of the card.
  • Text: the text the Storyteller reads aloud.
  • Order of the pictures: shown on the back of the card, numbered 1, 2, 3 and so on.
  • Victory points: shown on the back of the card, marked with the story's victory point icon.

Game setup

  1. Players choose which story they want to play.
  2. Take the 16 picture tiles that correspond to that story. They can be distinguished by the picture on the back.
  3. Shuffle the 16 tiles face down and put them in the center of the table, creating a grid of 4x4.
  4. Players choose who will be the Storyteller. The Storyteller takes the 13 cards in the language you want to play of the chosen story, and arranges them face down in a pile, so that the card number 1 is on top of the pile (face down, showing the pictures from the back, and with the first picture on the right –look at the first image of the section "Playing the game"-) and the number 13 on the bottom. The cards of the different stories have different pictures and different victory point icons.
  5. The player who believe most in magic will be the active player in the first turn.

Playing the game

The game goes by turns. Each turn follows the next sequence:

  1. The Storyteller takes the top card of the pile and puts it vertically, so that the front is visible to him and the back to the active player.
  2. The Storyteller reads aloud the text of the card. The active player can see, in the back of the card, the order of the pictures that correspond to the text read by the Storyteller.
  3. The active player turns face up one of the picture tiles of the 4x4 grid of the center of the table. The tile chosen must be left face up on the table, so that the other players can see the picture. If that tile corresponds to the first picture of the card read by the Storyteller, the active player can choose another picture tile to try to find the next picture of the card of the Storyteller. While the picture tile flipped by the active player correspond, in the same order, to the picture of the card read by the Storyteller, the active player can continue choosing another tile to try to find the next picture of the card.
  4. If the active player, has flipped all the picture tiles, that appear in the card read by the Storyteller and in the same order they appear in the card, then the active player obtains the card read by the Storyteller and his turn ends.
  5. If the active player turns face up a tile, that does not correspond with the next picture required by the card read by the Storyteller, then the player has failed and his turn ends.
  6. When the turn of the active player ends:
    • a) All the tiles flipped by the active player during this turn are turned face down again.
    • b) The Storyteller puts the card just read, face up, in a pile with the rest of the cards read and next to the pile of the cards still not read.
    • c) The player on the left of the active player will be the active player on the next turn.

Example: The Storyteller has read the card (10) of the legend of Saint George. Marc, who is the active player, sees in the back of the card that the tile he has to flip is the one of the DRAGON. If he finds it, he should do the same with the tiles of SAINT GEORGE, the HORSE and the BREATH.

Example: The first tile, the DRAGON, has been correctly flipped by Marc. Afterwards, he turned face up SAINT GEORGE tile; also right. But, the next tile flipped has been the BLOOD when was the HORSE the one required. He failed!

Note: If the Storyteller has read the last card, he takes the whole pile of read cards and turns them upside down; so that the card with the lowest number will be on top of the pile. The game will continue with this card.

End of the game

When a player obtains the tenth card (ie, there are only 3 cards to be read among the pile of cards to read and the pile of read cards) the game ends immediately.

Winner

Each player counts the victory points of the cards he obtained during the game. The player who has more victory points is the winner. If there is a tie, the winner will be the player that has more cards. If the tie still remains, both players share the victory.

Example "The wolf blew...": The Storyteller has read the card; the active player has flipped correctly the WOLF tile. But the next tile flipped has been BLEW; although the picture is also in the card, it should not be turned yet, he should have flipped the HOUSE OF STRAW. Then, the active player turns face down the WOLF tile and decides to move the column that contains the tile BLEW downwards.

Advanced Storytellers

If you want to increase the difficulty level of a Storytelling game, below you can find a few changes to the basic rules to play each story in a different way.

The Legend of Saint George: "The stinky breath"

Each time a player fails, if the picture tile of "BREATH" is one of the tiles turned face up, the section a. of point 6) is modified in the following way (only during his turn):

  • a) The active player takes the tiles flipped during his turn out of the grid. He shuffles them and another player, without looking at them, puts them face down in the empty spaces of the grid.

The Three Little Pigs: "The wolf blew..."

Each time a player fails, if the picture tile of "BLEW" is one of the tiles turned face up, the section a. of point 6) is modified in the following way (only during his turn):

  • a) All the picture tiles flipped by the active player during this turn are turned face down again, except the tile "BLEW". Then the player chooses one of the two axis (vertical or horizontal) that go across the position of the tile "BLEW" and moves the 4 tiles of that column or row one position in the direction he wants. Afterwards, he puts the tile that is outside the 4x4 grid on the other side of the column or row moved (in the empty space inside the grid). Finally, he turns face down the tile "BLEW".

Cinderella: "... Before the midnight bells..."

The players try to be Cinderella, the girl who the prince fell in love with at the ball. But she must leave the Palace before the midnight bells.

During the setup of the game, put the Clock token next to the picture tiles, as can be seen in image below.

Apply the following changes during the game:

  • Each time a player fails, look at the color of the frame of the tile flipped (the tile turned face up wrongly). If any of the frames of the pictures that appear in the card just read have the same color as the flipped tile, then move the Clock token one position (see image below).
  • At the end of the turn, the active player can choose whether to retire from the game or not. If he retires from the game, that player does not take any other turn.
  • Apart from the normal way to end the game explained in the basic rules, the game can end in an additional way:
    • *When the Clock returns to its initial position (12 o'clock). At that time, all the players not retired from the game lose all the story cards obtained.

The Hare and the Tortoise: "The Race"

In "The Race", all players have to try that the Tortoise wins the race to the Hare. "The Race" can even be played by a single player.

Before starting the game, put the picture tiles creating a 2x8 grid. This setup creates some fictitious squares around the grid as can be seen in the picture.

Take the figures of the Hare and the Tortoise. Put the Tortoise in the "Start" square (see image) and the Hare in the square that corresponds to the number of players in the game (the image is the setup for a game of 3 players).

At the end of each player turn:

  • If the player has failed: the Hare advances clockwise 1 square.
  • If the player has flipped correctly all the tiles corresponding to the pictures of the card: discard the card and advance the Tortoise 2 squares.

If the Hare reaches the "Finish" square, the game ends and the players have lost. If the Tortoise reaches first to the "Finish" square, the game ends and all the players have won.