The White Unicorn
The White Unicorn Rulebook
Table of Contents
Table of Contents
Object of the Game
To be the first player to defeat the Wicked Wizard using a Crystal Fireball, thus freeing The White Unicorn from the Ice Crystal and saving the Kingdom from destruction.
You will need treasures to overcome hazards on your way to defeat the Wizard.
How to Play
- Each player throws the die. The player with the highest number goes first. It then goes clockwise around the board. Each player rolls the die and moves their Princess Pawn that number of spaces around the board. Players can move in either direction, but cannot change directions in a single turn.
- If a Princess Pawn lands on a space occupied by another player's pawn, it should move ahead to the next open space.
- If you land on one of the diamond shaped tunnel spaces, you can continue moving along either of the 2 paths OR you can jump across to the tunnel space on the other side of the board and continue your turn. Even if you go through the tunnel to the other side, it only counts as one space in your move.
- If you land on one of the Unicorn spaces, draw a Unicorn Card. You can decide to play the card now OR keep it and use it on another turn. No player may keep more than 3 Unicorn cards at a time. Once Unicorn cards are used, they are discarded and no longer in play.
- When your Princess Pawn lands on one of the magic squares in front of the corner pieces you can attempt to win its associated treasure. You can only keep one treasure of each type at a time.
Winning a Treasure
Each corner piece requires you to perform a different task successfully to win a treasure.
TTS variant (digital mod only, not in the printed game): [This is beyond my beginner modelling capabilities, so I have placed a die at each location to roll instead. The unicorn coin can be flipped.]
If you are unsuccessful in winning a treasure, then you may stay at the fountain on your next turn (do not roll the die) and try again. If after your third turn, you are still unsuccessful, you can take the treasure from that fountain, but you must give up any Unicorn cards that you are holding in your hand.
Using a Treasure
Each of the Treasures has a specific use in overcoming one of the obstacles you will encounter on your way to free the White Unicorn.
The Coin is used to pay off the troll at the troll Bridge. The Wings are used to fly over the broken bridge. The Gem is used to distract the greedy dragon. The Fireball is used to break open the ice crystal and to free the Unicorn.
The Wandering Trolls
You must beware of the Wandering Trolls - They are very greedy and will steal your treasure at any opportunity! If a troll lands on a space occupied by a player's Princess Pawn, that player must take a Troll Card and follow its command.
To Move the Trolls
Any time a player rolls a '0' on the die, they must move a troll 10 spaces, or split the 10 spaces between the 2 trolls. Each troll must stay on its own coloured path and cannot enter the inner lands of the Kingdom (past the toll troll).
Getting to the Castle
To win the game, a player must make it past the Toll Troll, over the broken bridge, around the greedy dragon to the Wicked Wizard. Each of these obstacles is overcome by using a specific treasure.
To get by the toll troll, a player must place a coin at the toll troll's feet and turn the disc he is standing on so that the section of the path in front of him now leads into the moat behind him. Any following player can now take the same path (without spending a coin) or spend a coin to move the disc in another direction.
To get over the broken bridge, a player must have wings to fly over the bridge - this counts as one space on your move.
To pass the greedy dragon, a player must first stop and present the gift of a gem to the dragon. The dragon will swing out of the way upon receipt of a gem, but will swing back and block all other comers. If you are forced to exchange places with another player, the dragon will remember that you have already paid and will allow you through again.
To overcome the Wicked Wizard, you must drop your fireball down the volcano. TTS variant (digital mod only, not in the printed game): [TTS VERSION Roll the die instead] This will either defeat the Wizard and make the ice crystal spring open or the fireball will come out along the back of the volcano, in which case you must try again on your next turn.
The first player to free the White Unicorn, releases the Kingdom from the forces of darkness and is proclaimed the winner.
Optional Rules
If you land on a star outside a cave, then go directly to cave.
If you land on a square next to another player, you may challenge them for a piece of their treasure, each player rolls the die, if the challenger rolls the highest die, they can take a piece of treasure.
If you have wings and land on a unicorn square, you can fly to another unicorn square.
No player can pass over a space occupied by a troll.