2 words game Magic Dwarf cards

2 words game Magic Dwarf cards

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In 2 words game

Hello everyone!

Today we're going to talk about Magic Dwarf cards!

Follow the crazy fires, from 1 to 6 players and from 5 years for 15 minutes, to recover all the precious stones!

In the magic dwarf, bring all the apprentices through the magic forest to the Jasper mine before the witches reached it. To do this, choose your cards judiciously and move apprentices faster than witches. Only mutual aid and cooperation will allow you to all win this magic race together!

Each turn, move the pawn corresponding to the chosen card. Make sure that all apprentices reach Jasper's mine before one of the two witches succeeded.

Move apprentices and witches through the forest.

Among you, the person who saw a gnome last begins, then the part continues in the direction of the needles of a watch.

In turn, reveal a forest card of your choice and place it next to the forest card revealed at the start of the game. Each turn, you therefore have the choice between 2 visible face cards.

Use one of these cards to move a pawn along the way.

Choose together the best card for this turn.

The card indicates whether you should move an apprentice or a witch. It also indicates the color of the follet fire box on which the pawn must be moved. Take the pawn and place it on the location of this following free feuil in the path. Jump over the already busy crazy fire boxes.

Think together with the apprentice or witch pawn that you move.

Then spread the card used and place it in a boss of discard. Please note, you can never choose cards in this battery. When there are no more cards in the forest, mix the cards with the discard and place them around the magic path as you did at the start.

Some cards represent the Jasper gnome. If you choose the Jasper card, go back a pawn of your choice of the number of crammed lights indicated. Perfect for repelling witches! There too, ignore the occupied follet fire boxes. Once the pawn is moved, it is the next person's turn.

When there are no more follet fire boxes of the color indicated on the way, move the apprentice or witch pawn on its site of the arrival tile. As soon as the 4 apprentices have joined the arrival tile, you win the game. But beware, if 1 witch does it before, it's lost!

If after several games, you cannot reach Jasper before the witches, set yourself an easier goal: try to bring 2 then 3 apprentices on the arrival tile to win the game. You are on the right track!

It’s far too easy!

If you are ready to take up a more ambitious challenge, try to complete the following 7 levels. In each of them, witches are one step ahead. Can you still join Jasper before them?

Variant “sorcerer's duel“ (2 to 6 players)

After giving the magic crystals to apprentices, Jasper decides to organize a friendly race. You face 2 teams, apprentices against witches, and try to bring all your pawns until the arrival before the opposing team. Distribute the

More equitably possible to train two teams and decide who will play witches and who will play apprentices. Take a role card corresponding to your team and place it visible in front of you.

Return the departure tile and the arrival tile on the face where the raccoon is located and place 3 apprentices and 3 witches on the corresponding boxes of the departure tile. Store the remaining apprentice pawn in the box, you will not need it in this variant.

During a sorcerer's duel, no card is revealed. Instead, a person from each team (choose the one who begins) takes two cards in hand at the start of the game. She then plays one of her 2 cards and moves a pawn accordingly, as explained previously.

Decide as a team which card to play and which pawn to move.

Then draw a card, then it’s the opposing team to play. The first team that brings all their pawns on the arrival tile wins the game!

Good day and good game;)

 

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