Published by Ravensburger Games
Designed by Wolfgang Kramer
Artwork by Tim Gill, Mark Holiday
Graphic Design by IDL/Ravensburger
Translated by Richard Dewsbery, checked by Helen Whittacker
Rivalry between wizards. The players become the wizards who travel through the mysterious forest of Magalon in search of the magic items which will allow them admission to the prestigious "Council of 11". They have to collect 3 magical items - the Amulet of Power, the Stone of Wisdom and the Ring of Immortality. However possesses these 3 objects will be admitted to the Council.
The aim of each player is to be the first to return to entrance to the forest with his wizard (the arrival and departure squares), after having collected the necessary 3 items.
The youngest player starts. Each player, clockwise round the table, reveals one of their magic cards. Note that no player can play a card of the same value as has already been played this round. Once all players have chosen a different card, the player with the highest card starts, followed by the player with the next highest card and so on.
Each player completes the following actions on their turns:
On each turn, the player who played the lowest card also moves the Giant.
In order to keep track of the turn: these four actions are represented by the four action tokens which are set before the player whose turn it is. When each of these actions has been completed, he returns the corresponding token. At the start of each turn, you give the dice to the player who has the right to move the Giant this turn.
You decide for yourself in which order you play the different actions. You have complete freedom - you can start to make part of one action, then make another action and finish the rest of the first action.
Example - with card number 7, you may move one ruin 2 spaces, then move your wizard and then move the ruin back the two spaces.
When your turn is over, you place the magic card just played face-down in front of you. You may not use the card again in a following turn. When all of the players have had their turn, the next turn starts and a new magic card is turned over by each player.
Whoever played last in the turn (and had therefore played the card with the lowest value) plays first in the next turn. He choses another card and places it face up in front of him. The other players then do likewise, following clockwise around the table. The following turns are played in the same way.
In moving, you must obey the following rules:
Opposing wizards, ruins, shields, Imps and the Giant are obstacles. Your wizard may not land on or jump over the spaces which they occupy.
You can move one or both of the Imps the number of spaces indicated on the card. You apply the same rules as when moving your wizard, with one exception: you can attack the opposing wizards! If, with your Imp, you reach or pass a space with an opposing wizard, you can shift the wizard 5 spaces in any direction. It must obey the movement rules already set out.
You can displace several wizards in the same turn, but each wizard may only be displaced once each turn. The Imps may not land on the finish space or the 3 magic item spaces.
(Translator's note - this seems to suggest that you move the enemy wizard 5 spaces in a straight line. However, the rules for the Giant below suggest that the player has a free choice of how the opponent is to be moved. I doubt that the designer intended these two similar rules to be different, so you'll have to choose on or the other method - the original French rules can be used to justify either approach.)
You may move one or more of the ruins the total number of spaces shown on the card. It is not possible to move any part of the ruins off the edge of the board. You may not displace a wizard, Giant, Imp, shield or another ruin. You are not allowed to move the ruins onto the entry space or the magic item squares.
You may lift up one of the ruins, returning it to the spaces of your choice in the middle of the board.
The ruins may not be placed on the start/finish space or the magic item spaces.
You advance your energy stone along the track by the number of spaces shown next to the energy symbol, but not past the top space.
Leave this card face up in front of you until the end of the turn. During the turn, your wizard may not be displaced by the Giant or the Imps!
You may take back into your hand all of the magic cards you have already played and which are face down in front of you (including card 0) and you may use them again in your next turn.
You use the shield to protect yourself against an attack and/or obstruct the opposing wizards: each turn, you may place it in a free space of your choice (but not on the start square or the magic item squares) or you may leave it where it is. However, a wizard may not be surrounded at the edge of the board by the opponents' shields in such a way that it is impossible for it to move.
On their travels around the forest of Magalon, the wizards are constantly losing energy. This is why you must move your energy stone one space back every turn, except on a turn in which you gained energy..
You gain energy in the following ways:
In order to land on the finish square with your wizard, you must have at least 16 points of energy. If you haven't enough, you must go to one of the energy spaces or get new reserves of energy by playing card 1 or 2.
If your energy falls below 0, you must return your wizard to the start/finish space, return all the items you have collected and start again (with 10 energy points).
The player who played the card with the lowest number has the right to move the Giant using the two dice. During his turn, he throws the dice and moves the giant the number of spaces shown. All the usual rules for moving the wizards apply, with one exception: the Giant can attack the other wizards.
When you reach or pass over a space containing an opposing wizard, you can move the wizard 10 spaces in the direction of your choice, applying once again all the rules above.
You may displace several wizards in the same turn, but each wizard may only be moved once each turn. Accordingly, a player cannot attack the same wizard with an Imp then the Giant - it must be one or the other. The Giant may not pass the finish space or the magic item spaces.
(Translator's note - unlike the Imp movement, the French rules seem to suggest that the player who moved the Giant has a completely free hand in how his victim is moved, subject to abiding by the usualrestriction of not landing on another piece).
This is where the wizards start from and finish, it is not important where they move off the space, so long as they move vertically or horizontally.
It is also the space which finishes the game, when a wizard comes back to the space with the three items and at least 16 energy points.
When your wizard lands exactly on an energy space, you can choose between the following two options:
The energy spaces have no effect if you pass over them, only if you land on them exactly.
If your wizard passes through or lands on one of these spaces for the first time, you receive the corresponding item and you place it face up in front of you. It cannot be taken off you. When you have collected the three required magic items, you can head back to the finish space.
The magic item spaces are each one square. You can enter or exit on any side, in a vertical or horizontal direction. even if you already have the item in question.
The Imps and Giant cannot land on the three item spaces. As a result, these spaces are also completely safe for the wizards.
These spaces simply show where the ruins begin the game. They have no other effect on game play.
When you have got all three items, you try to return to the start as quickly as possible and it isn't important which route you take.
The first person who
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