Asterix & Obelix: Mission Zaubertrank!
Asterix & Obelix: Mission Zaubertrank! Rulebook
Table of Contents
Table of Contents
Game Components
- 72 village cards, including:
- 4 character cards
- 48 helper cards (12 per character)
- 4 overview cards
- 6 location cards
- 10 task cards
- 55 tiles, including:
- 30 ingredient tiles (10 each of bags of mistletoe, baskets of strawberries and fish)
- 16 mishap markers (two-sided), in 4 different symbols: knife, skull, lightning bolt, fist
- 3 menhirs
- 3 magic potions (reverse side: used magic potion)
- 3 roast boars (reverse side: gnawed bone)
- 4 Gaul figures (assemble the two parts of each figure before the first game): Dogmatix, Getafix, Asterix, Obelix
- 1 small Roman figure (assemble the two parts before the first game)
- 1 magic potion die (with 6 different faces)
- 1 cloth bag
Card Layout
The printed component overview labels the following parts of the cards:
- Character card: name, starting ingredients, starting location of the character, special ability
- Helper card: title, action
- Location card: location name, advantage of the location, timeline on which the Roman figure moves, indication of which mishap markers may be placed on the location
- Task card: title, 3 sub-tasks (the number gives the quantity required, the colour gives the type of ingredient required)
Setup
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Place the 6 location cards in a circle in the middle of the play area. Arrange them clockwise in ascending numerical order. The number is in the lower right corner of each card. Position the cards so that the timeline for the Roman figure faces outward.
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Place the Roman figure on the Roman camp space of the Forest location card (card number 1, the leftmost space).
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Shuffle the task cards and decide which challenge you want to face. Draw face down:
- 4 cards to take on 1 Roman,
- 5 cards to face a small patrol,
- 6 cards to take on a cohort,
- 7 cards to face Caesar's army,
- 8 cards to conquer Rome.
Place the cards as a face-down stack in the middle of the circle. Return the unused cards to the box. Turn over the top card and place it on the stack. Place the 3 menhirs next to it.
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Each player chooses 1 character to play. Take the matching character card and place it in front of you. Place your character's figure on the location card indicated on the character card.
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Take the 12 helper cards of your character. Shuffle them and place them face down as a draw pile to the right of your character card.
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Take 1 magic potion and place it with the unused side up above your character card. Special case: because Obelix may not drink magic potion, he takes the 3 roast boar tiles instead.
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Take ingredients according to the numbers shown on the upper left side of your character card. Keep the remaining ingredients as the general supply, and place the potion die where everyone can reach it.
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Place all mishap markers in the bag.
Important rules for handling mishap markers: Each mishap marker shows 1 symbol on each side. Draw the markers from the bag so that you see the symbol of only one side. Do not look at the reverse side. Then decide together on which location card to place the marker. You may only place it on a free hexagonal space at the lower left of a card that shows an identical symbol.
Never place a mishap marker on the location card on which the Roman figure currently stands. Try to avoid having both spaces of one location card covered with mishap markers, because as long as this is the case you may not use that location's advantage.
- Draw 2 mishap markers from the bag. Decide together, following these rules, where to place the first 2 mishap markers of the game.
- Decide together which player starts. Give this player the bag with the mishap markers. Now the game can begin!
Goal
Your goal is to complete all task cards. To do so you must deliver bags of mistletoe, baskets of strawberries and/or fish as indicated on the menhirs. You must complete all tasks before the Roman figure has made a complete lap around all location cards and has returned to the Roman camp.
Game Flow
The start player begins. Then play continues clockwise until the end of the game.
On your turn, carry out the following 3 steps:
- Perform 2 actions
- Move the Roman along the timeline
- Draw 1 mishap marker from the bag
1. Perform 2 Actions
The following actions are available to you:
- Use a location (not the same one twice),
- Drink magic potion,
- Pass on 2 cards/ingredients in total,
- Play 2 helper cards,
- Complete 1 sub-task (only once per turn).
In addition to 2 actions of your choice, you may move 2 times in your turn. You may carry out your movement before and after an action. You may also forgo movement entirely in your turn. When you move, you shift your character from one location card to another location card, or from a location card to the task stack (or vice versa).
The Actions in Detail
Use a Location
To use the advantage of a location, you must stand on the location card, and no more than 2 mishap markers may lie on that location. Then carry out the corresponding text.
You may use the same location only once per turn.
Example at the Bard's Hut: You draw 1 mishap marker lightning and 1 mishap marker knife. You may now, as far as possible, remove 1 lightning mishap marker from a location of your choice, and likewise 1 knife mishap marker. (The two markers may lie on the same or on different locations.) Then return at most 4 mishap markers to the bag.
Ingredients and Helper Cards
You can obtain ingredients and helper cards in several ways: through location cards, helper cards, the magic potion die, passing from other players, or as a reward for a completed task.
You may always take fewer ingredients/helper cards than the text states.
You may own any number of ingredients and helper cards. Keep ingredients in front of you; take helper cards into your hand.
When the general supply of an ingredient is used up, you may temporarily take no further ingredients of that type. This is only possible again after that ingredient has been returned to the general supply by completing sub-tasks.
If your draw pile is empty, you can draw no further cards. (The cards of the discard pile are not reshuffled into a new draw pile!)
You may talk about the cards in your hand at any time.
Drink Magic Potion
If you choose this action, first turn your magic potion over to its used side (crossed-out magic potion). If your magic potion is already on the used side, you may not choose this action.
Then roll the magic potion die.
- If the die shows the side with +1 and a helper card, you may choose either to take 1 ingredient of your choice from the general supply or to draw 1 helper card from your draw pile.
- If the die shows a number (+2 or +3), take that many ingredients in any combination of your choice.
- If the die shows 1 or 2 mishap markers, remove 1 or 2 mishap markers of your choice from location cards and return them to the bag.
Used magic potions can be refilled at the Druid's Cave (up to 2) and with the help of some cards.
Special ability of Getafix: If you play as Getafix, you may roll the die twice during this action and choose 1 of the two results.
Special case Obelix: Because Obelix may not drink magic potion, he has his beloved roast boars available instead. If the Obelix player wishes to use this action, they must turn 1 roast boar over to its gnawed-bone side. Because a gnawed bone cannot be refilled and Obelix has only 3 roast boars, Obelix may use this action at most 3 times in one game.
Pass On 2 Helper Cards/Ingredients in Total
With this action you may pass a total of 2 helper cards/ingredients to 1 other player. The possible options are: 1 card, 2 cards, 1 ingredient, 2 ingredients, or 1 card AND 1 ingredient. The receiving player places ingredients in front of them and takes helper cards into their hand. This way they can later also play helper cards of another character than their own.
To carry out this action, you must be on the same location as the other player, or both of you must be on the task stack.
Play 2 Helper Cards
If you choose this action, you may play 1 or 2 helper cards. Carry out the text one after another, then place each card on the discard pile of the corresponding character.
Complete 1 Sub-Task
To carry out this action, you must stand on the task stack.
To fully complete a task card, you must complete its 3 sub-tasks one after another. To complete 1 sub-task, you must deliver ingredients matching its number and colour. For example, a blue 3 requires 3 fish, a red 5 requires 5 baskets of strawberries, and a green 1 requires 1 bag of mistletoe.
When you complete 1 sub-task, take 1 menhir from next to the task stack and use it to cover the completed sub-task. Return the required ingredients to the general supply.
Once you have completed all 3 sub-tasks, you first receive the reward indicated on the task card. Then place the 3 menhirs next to the task stack, return the task card to the box, and reveal the next task card.
If the last task card has been completed, you have won.
Example: As one of his two actions, Max chooses to complete 1 sub-task. He gives 4 baskets of strawberries. He thus covers the last sub-task with a menhir, and the task is complete. Now he and his fellow players decide which player, or which 2 players, may each draw 1 helper card from their draw piles. Finally he places the 3 menhirs next to the task stack, returns the task card to the box, and reveals the next task card. If no further task card can be revealed, Max and his fellow players have won.
You may perform this action only once per turn.
Special ability of Obelix: If you play as Obelix, you may use both actions for completing sub-tasks.
Obelix's card, "Well built": You may complete 1 sub-task twice per turn. Each time, it costs you 1 action as usual.
2. Move the Roman Along the Timeline
Move the Roman figure 1 space clockwise along the timeline. If it stands on the rightmost space of a card, then with this step place it on the leftmost space of the next card. Complete all tasks before the Roman returns to the Roman camp!
3. Draw 1 Mishap Marker From the Bag
Draw 1 mishap marker from the bag. Decide together on which free hexagonal space with an identical symbol to place the marker. Remember that you may not place a marker on the location card with the Roman figure.
If you cannot place the marker, you must instead move the Roman 2 spaces further along the timeline. Return the mishap marker to the bag. This gives you less time to complete all tasks.
To finish your turn, hand the bag with the mishap markers to the next player. It is now their turn.
End of the Game
If the Roman reaches the Roman camp space before you have completed all tasks, the game ends immediately and you have lost. The inhabitants of the Gallic village will have a hard time fending off the Roman attack.
If, however, you completely complete the last task card before the Roman returns to the Roman camp, Getafix can finish the magic potion in time. The Gauls are thus well prepared for the Roman attack, and you have won the game.
Challenge: In the next game, add 1 additional task card to the stack. Will you still manage to collect all the ingredients for improving the magic potion in time?