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Wizardry to the Power of Three

Wizardry to the Power of Three Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Difficulty Levels
  • How to Play
    • Searching for Lumies
    • Potions and Enchantments
    • The Ghost Clock
    • On the Staircase
    • At the Magic School
  • End of the Game

Components

  • 1 game board
  • 1 magic school with a staircase (in 5 parts)
  • 6 student wizards in 6 colors
  • 1 figure of Willy the Ghost, the school's warden
  • 1 Ghost Clock
  • 18 Tree tiles (with 16 Lumies and 2 ghosts)
  • 3 dice (with 16 Lumies, 1 ghost, and 1 potion)
  • 3 Potion tiles and 3 Enchantment tiles

Setup

  1. Place the game board at the center of the table.
  2. Attach the magic school to the staircase* and place them on the game board.
  3. Shuffle the Tree tiles and place one on each of the round spaces with the tree side face up.
  4. Each player chooses a student wizard and places their figure on the midnight market.
  5. Place Willy the Ghost Warden on the space with the ghost symbol deepest in the forest.
  6. Place the 3 dice and the Ghost Clock within reach.
  7. Together, choose the difficulty level you want to play at and prepare the corresponding number of Potion and Enchantment tiles next to the game board. Any remaining Potions and Enchantments are removed from the game.

*The first time you play the game, assemble the staircase as shown on it.

Difficulty Levels

Beginner, Confirmed, Expert

At the start of the game, each player secretly looks at one Tree tile. With two players, you may each look at 2 tiles. Memorize which Lumie is hiding beneath it, then put the tile back in place tree side up. If you find a ghost under a tree, show it to everyone and advance Willy the Ghost Warden one space, before putting the tile back tree side up.

The goal of the game is to memorize where the Lumies are hiding in order to reach the magic school before Willy the Ghost Warden catches one of you.

How to Play

You play clockwise. The last player to have gone for a walk in the forest becomes the first player. This player receives the Ghost Clock. On your turn, you roll the 3 dice.

Searching for Lumies

The path to the school is very dark at night! To move forward quickly, you need the help of the Lumies. These are small glowing creatures that light your way for a moment. But Lumies are not easy to find. They especially like to hide under trees. The dice tell you which Lumies you need to look for. Try to find a Lumie by flipping over a Tree tile. The other players may help you in your search by giving you hints!

A) Did you find a Lumie? Well done! Flip over 1 more Tree tile until you have found all the Lumies shown by the dice, or you flip over a wrong Lumie (see option B). This ends your turn. Advance your student wizard one space for each correct Lumie revealed. Then put back all the tiles revealed this turn so only trees are showing. It is now the next player's turn to roll the dice.

B) Did you find a wrong Lumie? Disaster, that's not the right one: your turn is over! For each correct Lumie you found previously, advance your student wizard one space. Then put back all the tiles revealed this turn so only trees are showing. It is now the next player's turn to roll the dice.

C) Did you find a ghost? Misfortune! You have fallen into a trap set by the ghost! Your turn ends immediately. For each correct Lumie you found previously, advance your student wizard one space, and then, unfortunately, also advance Willy the Ghost Warden one space. Then put back all the tiles revealed this turn so only trees are showing. It is now the next player's turn to roll the dice.

A die face shows one of the two special symbols? Do not search for it under the Tree tiles; instead, carry out the corresponding action:

  • Potion: advance a student wizard of your choice one space (without spending a Potion tile).
  • Ghost trap: advance Willy the Ghost Warden one space at the end of your turn.

Potions and Enchantments

If Willy the Ghost Warden is getting dangerously close, you may use an available Potion and/or an Enchantment at any time. Decide together when you want to use them.

  • Potion: advance your student wizard, or another player's, one space. Used Potions are removed from the game.
  • Enchantment: reroll the three dice. Used Enchantments are removed from the game.

The Ghost Clock

When it becomes the turn of the player who holds the Ghost Clock, advance Willy as many spaces as the number of arrows drawn on the space where the Ghost Warden is standing. Never forget to do this! Then you may roll the dice.

On the Staircase

When you arrive at the school you must be especially quiet. Silence! When you begin your turn on the staircase, you are on your own. Will you remember where the Lumies are hiding? You take your turn as usual, but WITHOUT any help from the other players! You may still use Potions and Enchantments.

At the Magic School

Once your student wizard has reached inside the school, Willy can no longer catch you. You no longer roll the dice, but you may still help the other players who are searching for Lumies, as long as their turn does not begin on the staircase.

End of the Game

The game can end in 2 different ways:

  1. When all of your student wizards have entered the school without being caught by Willy: you have all won together!
  2. If, during the course of the game, Willy the Ghost Warden moves onto one or more student wizards, then he has caught you! You will suffer the consequences and, unfortunately, you have all lost together. But keep your confidence and try again!