1, 2, 3: Hex Herbei!
1, 2, 3: Hex Herbei! Rulebook
Table of Contents
Table of Contents
Contents
1 game board (8 jigsaw puzzle pieces), 4 magic balls, 4 sorcerer's apprentices, 4 ball trays, 4 sheets with 34 clue tiles each, 1 set of instructions
Before the First Game
Each of the four magic balls need to be filled with 34 clue tiles. Break all the clue tiles from an individual clue sheet (34 tiles) and load the tiles into one magic ball; close the ball tightly and load the clue tiles from the next sheet into the next ball.
Preparation
Assemble the jigsaw game board and place it in the center of the table. The eight puzzle sections may be placed together in any order you wish to create a circle. Each player chooses a sorcerer's apprentice and the matching color ball tray. Place the magic ball in front of you resting in the tray. Important: All four magic balls are used regardless of the number of players. If you are fewer than four players, then place the remaining ball trays in an open space easily reached by the players. A magic ball is placed on each ball tray. The sorcerer's apprentices all begin on the starting field next to the large magic stone.
Place any unused sorcerer's apprentices back into the game box.
Look very closely at the enchanted forest and discover the hidden magical path that leads through it. You will find pathways and a milestone with a white symbol on seven of the eight game board sections. On the eighth game board section you will see the magic stone next to the starting field and the entrance to your final destination - the Sorcerer's room (stone archway).
On the edge of the forest of each game board section you can discover the silhouettes of four different clues, for example: a stag, a dwarf, a dragon, and a scarecrow. When you shake your magic ball and look inside, you will see the same symbols on the clue tiles. But only one clue from each game board section is in each ball. Yet none of you will know exactly with which magic ball you will be able to conjure up which clue.
How to Play
Exchange Magic Balls
At the beginning of each round of the game, players should shake their magic ball and then pass it on to the player to their left. Magic balls that do not belong to other players will likewise be passed on to the next ball tray.
Discover Clues
During each round you must quickly search for a tile with a silhouette that is depicted on the next game board section in clockwise direction from the perspective of your sorcerer's apprentice (e.g., stag, dwarf, dragon, and scarecrow). Silhouettes from more distant, non-adjacent game board sections do not count.
Everyone together says the magic spell together "1, 2, 3 – Conjure up for me" ... And the pursuit of the clues begins. Each player takes the ball that is in front of them and tries to turn and shake it in such a way that they find a tile with the silhouette of a matching clue in the section of the board of which their apprentice stands.
When a player has found a clue tile with a matching silhouette, they quickly call out "Magic stop!" All players must immediately stop searching and place their magic balls onto the ball trays. The player who called out "Magic stop!" carefully places their magic ball on the hole in the center of the game board. Together the other players check the magic ball.
Does the clue tile show one of the sought after silhouettes on the next game board section?
- Yes! Great, you have conjured well and found the matching clue. You may move your sorcerer's apprentice forward along the path to the next clearing.
- No! Unfortunately you have made a mistake. Never mind! All players pick up their magic balls again and continue to search for a matching clue tile.
A new round begins, players shake their magic balls and pass the balls to the player on their left (see Exchange Magic Balls). Say "1, 2, 3, Conjure up for me" and begin searching for the matching silhouette in the next game board section.
The Magic Mile
If you are alone with your sorcerer's apprentice, and you are the farthest behind, you may carry out a special spell to try to catch up. During the next round you may look in the magic ball not only for a silhouette shown on the next path section but also for the white symbol of the milestone of the next game board section. If you have found the white symbol, quickly call out "Magic stop!" and place your magic ball carefully into the center of the game board. If it is the searched milestone symbol, you may advance to the field that is one place behind the next player.
Attention: If two of you are playing, you may only advance to the field directly behind your fellow player.
The search then continues as usual.
End of the Game
The game ends as soon as a player has reached the entrance to the sorcerer's secret room. This player is the winner, as they have been the first apprentice to pass the final sorcerer's exam!
Attention
Please handle the magic balls with care and try not to drop or throw them. The magic balls could become loose and the clue tiles could get mixed up or even be lost.
Tip: The balls may be opened for cleaning; please make sure that the clue tiles from the various balls do not get mixed up. If however something should get mixed up, you will find on the page with the contents which clue tiles belong together in a ball.
Service Note
Dear Children and Parents, after a fun round, you suddenly discover that a part of this HABA game is missing and nowhere to be found. No problem! At www.haba.de/Ersatzteile you can find out whether this part is still available for delivery.