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A játék célja

The players have to solve problems by forming words from letters that are open on the board.
Once a task has been solved, Meggie moves towards the finish. Otherwise, Capricorn moves
ahead. If Meggie reaches the target field first, the dark side is defeated and the players have won
together. If Capricorn comes first, all players have lost.

game preparation

Before the first game, the letter cards and book chips are carefully released on the frame.

The letter boxes are placed on the fields of the plan that follows.

The E is open on one of the four corner fields.

The letter N is placed face up in the diagonally opposite field.

All other letterboxes are initially laid face down on the 23 remaining empty spaces in the plan.

The boxes in the fields, which are adjacent to E and N on the side, are revealed.

Likewise, the two are the letter boxes on the other two corner fields uncovered, as well as the
side of each adjacent kartchen. So there are 12 kartchen open (see picture below).

Fenoglio (the green figure) is placed on the field where the E is lying. The shadow (the black
figure) is placed on the field in the middle.

Maggie (the yellow figure) and Capricorn (the red figure) are placed on the start field with the
arrow.

The task cards are sorted according to their backs. The result is two stacks that are well mixed
and laid with their backs up next to the game board. Note: In order to get to know each other,
the first game should only be played with the cards that have a green back, as these are a bit
simpler.

The hourglass is set up so that the green side goes up.

The dice are placed next to the game board.

Each player receives a book chip, which he deposits with the socket upwards in front of him.

The remaining book chips are also prepared with their book page up as a supply next to the
game board.

Overview of the gameplay


The youngest player starts. If it is your turn, roll the dice with both dice and, depending on the
result of the dice, you either draw Fenoglio, with the green hourglass pointing up, or the shadow
with the black side up. If the Fenoglio or Shadow move ends in a task space (these are the bright
spaces), players must complete a task. After that, the next player is clockwise in the row.

The dice

The directional cube shows the four symbols that are on the four rows of the letter field. He
specifies the direction in which the green or black character must be drawn. If the directional
dice is rolled, the player may freely determine the allocation of the game character.

The eye cube determines how many boxes the player must draw, ie either 1, 2 or 3 squares. If a
pawn reaches a fringe field and there are still motion points left, the pawn is replaced by the
opposite paion of the same kingdom and from there, depending on the number of dice rolled,
moves the remaining spaces (see also example 1).

1. Pull Fenoglio or the shadow

As long as the green side of the hourglass points up, Fenoglio is drawn:

If a box of letters is hidden on the field where Fenoglio is being drawn, it will be moved to its
front. Hidden letter cards on fields over which Fenoglio is being dragged are not revealed.

As long as the black page shows times of the hourglass up, the Shadow is drawn:

If there is a box of letters in the field where the shadow is being drawn, it will be turned on its
back.

In addition, all open letterboxes of the fields over which the shadow is drawn are also turned on
their backs.

One character may be dragged over the other.

Both figures may also stay in the same field.

If the move by Fenoglio or the Shadow ends in a dark field, the next player is the Realm. If a
character's turn ends in a bright field, you must first complete a task (see "Solving a Task.").

example 1

A player dices the book and a 3. The black page of the hourglass moves up. Thus, the player
must draw the black figure 3 fields in the direction of the book. He draws the shadow over the
left edge of the field and sings in the same area on the right again. As the shadow was passed
over the letter kernels Z and V, the cartons were placed on their backs.
Example 2

In return, a player rolls the dice and a 3. As this time the green side of the hourglass goes up, the
green figure 3 fields must be drawn in the direction of the book. The face-down letterbox on
which the train of Fenoglio ends is revealed. It appears the W.

Determine the cube result

Some dice rolls can be very unfavorable. Thus, it may happen that with the train of the shadow
important letters such as the E or the N are covered. In this case, the rich player may turn one of
his bookchips to the side of his heart and turn one of the dice to any side.

The Marten Gwin

If a player discovers one of the two kärthen showing the Marder Gwin, he may uncover any
letter card. This is also true if a player with Fenoglio moves to a field where sih already has a face
up Marder Gwin tile. Should the other marten-gwin also be revealed by the uncovering, the
player may not now reveal yet another letter-card.

2. Solve a task

If a player was drawn to a bright field, now all players try to solve a task:

When Fenoglio is drawn, the player in turn is the top green task card.

If the shadow was drawn, the player reveals the top red card.

The player reads out the task aloud and then reverses the hourglass. Each player has the
opportunity to call a word suitable for the task until the end of the hourglass (about 1 minute).
Each player may only name one word.

Rules for words of words:

All letters that make up a word must be open on the board. An open letter may occur several
times in a fort. For example, when the word Elle is called a unit of measure, the word is valid
when E and L are open.

The word must fit the task. Louder the task for example (call a drink!), May not be called
"lemon" or "porridge". "Lemon juice", however, would be allowed.

Abbreviations like "Germany", "VW" or "ZDF" are not allowed.

The umlauts ä, ü and ö must be formed with ae, ue and oe. For words with ß the s is used.

No player is allowed to name a word that was previously called by another pieler. A word may
not be named a second time in a slightly modified form (eg, as a plural or defensive form of a
word). However, it may be called a term composed of two or more words if one of the words has
already been mentioned before (eg house: skyscraper or bird: bird of prey or songbird).

If a player has declared a word that is obviously invalid, since, for example, not all the required
letters are available or another of the above rules has been violated, he may not name another
word in this task.

At the end of the hourglass, players should, in disputed cases, decide together if a given word is
valid or not. The word must be common in general language usage and at least one other person
in the game should know it as well.

If the task is solved by the games, Meggie en field is drawn towards goal.

If the task has not been solved, Capricorn will be moved one square towards the finish.

!!! a keretben

A task is considered solved if at least 1 valid word was found in the game for two.

A task is considered solved if at least two valid words were found in the game by three and four.

A task is considered to have been solved if at least 3 valid words were found in the game for five
and six.

Regardless of whether the task is resolved or not, any player who has given a valid word may
take a book chip that he places in front of him with the book face up.

If at least 2 valid words are mentioned and there is a player who has named the word with the
most letters alone, he will receive a second book chip as a reward, which he also places in front
of him with the book chip.
Note: If there are not enough bookchips left to distribute, each player returns three bookchips to
the supply. Which chips he returns (with the book or heart side open), each player may decide
for themselves. If you have less than three chips, there are only many that you own. Only then
will all players who had named a valid word receive the book chips they are entitled to.

The played task card is then placed on an open discard pile.

Example of a task

It is played to five. Kirsten is rich. She rolls a 1 and a flame and pulls Fenoglio onto a bright field.
Then she uncovers the top card of the green task pile, reads out the task and turns over the
hourglass. The task is: call a mammal!

Claudia calls Leowe, Kristen horse, Wolfgang Erpel and Reiner hippopotamus. Before the
hourglass has expired, Kalus calls deer at the last minute. Except for drake and deer all
mentioned words fulfill the task. Deer is invalid because there is no face-up H on the board.
Drake does not apply because it is not a mammal.

Except Wolfgang and Klaus, all players receive a book chip. Reiner receives a second book chip
for his hippopotamus because he had called the longest word. Since 3 words have been found
(five of them need at least 3), Meggie 1 is dragged towards the target field.

Play end

The game ends when either Meggie or Capricorn reach the finish field. When Meggie first sets
up the target field, Fenoglio has found the right words to rewrite his list thanks to all the players
and with Meggie's help he succeeds in defeating Capriconr. In this case, all players win common.
The player (s) who own most of the bookchips with the book face turned up have "won even
more".

If Capricor reaches the finish field first, all players have lost. In this case, the player (s) may feel
like "players of the hearts" who have the most chips with the heart side exposed. If the players
did not win, then those players showed a heart for the community.

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