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Electronic Labyrinth

Electronic Labyrinth Rulebook

Table of Contents

Table of Contents

  • Contents
  • Overview of the Objects
  • Information on the Use of the Electronic Game Device
    • Care Instructions
    • Safety Instructions
    • Note (FCC)
  • Object of the Game
  • The Different Maze Cards
    • Labyrinth Dweller Cards
    • Footprint Cards
    • Gem Bag Cards
    • Dungeon Card
    • Maze Cards with Stones
  • Preparation
    • Each Player Receives
  • Playing the Game
    • 1. Moving the Maze
    • 2. Moving a Playing Piece
  • The Magical Book
  • Visiting a Dweller
  • Collecting a Magic Gem or an Object
  • Delivering an Object to a Dweller
  • Deliver a Treasure Chest to a Dweller
  • Fulfilling your Mission
  • End of the Game
  • Helpful Hints

Contents

  1. 1 Magic Book
  2. 1 Playing Board
  3. 37 Labyrinth Cards
  4. 17 Object Cards
  5. 5 Treasure Chest Cards
  6. 4 Mission Scrolls
  7. 4 Playing Pieces
  8. 60 Gems
  9. 4 Magic Keys

Overview of the Objects

Bread (2x), Harp, Hat, Chalice, Lantern, Bow & Arrow, Ring, Hour Glass, Quill, Sword, Rope, Boot, Plate, Drinking Vessel, Tent, Magic Potion.

Information on the Use of the Electronic Game Device

Batteries should always be inserted by an adult. The battery compartment is located on the underside of the device. Be sure the switch is in the "off" position. Open the battery compartment with a Philipp's head screwdriver. Insert 3 AA 1.5Volt batteries so that the plus and minus signs match up with the markings in the compartment. Screw the compartment lid shut again.

Care Instructions

  • Switch off the magical book after each game.
  • Never attempt to disassemble the book.
  • Do not place the book in direct sunlight or near any heat source.
  • Be sure that the book does not get wet.
  • Clean the surface with a soft, dry or slightly damp cloth.
  • Do not use any cleaning agents.

Safety Instructions

  • Non-rechargeable batteries may not be recharged!
  • Rechargeable batteries are only to be charged under adult supervision!
  • Rechargeable batteries must be removed from the toy before being charged!
  • Do not mix different types of batteries or new and used batteries!
  • Only use batteries of the same or similar type.
  • We recommend the use of alkaline batteries.
  • Always replace all the batteries at the same time, not just singly.
  • Insert the batteries in the correct "+" and "-" positions.
  • Do not short-circuit the supply terminals!
  • Remove the batteries when they are dead or if the unit is not going to be used for a long period of time.

Note (FCC)

This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications.

However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:

  • Reorient or relocate the receiving antenna.
  • Increase the separation between the equipment and receiver.
  • Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
  • Consult the dealer or an experienced radio/TV technician for help.

Changes or modifications to this unit not expressly approved by the party responsible for compliance could void the user's authority to operate the equipment.

Dispose of any items marked with this symbol as follows: Do not put any of the game's electronic components in your household waste, but take them to the appropriate collection point at your local waste disposal site. Please heed your local regulations for proper disposal of used batteries.

Please retain these instructions for future reference!

Object of the Game

Grimelda, the evil witch, has put a spell on Akata the wizard and banished him into the magical book. To free him, make your way through the enchanted labyrinth and help the labyrinth's dwellers by bringing them the objects they ask for. They will reward you with magic gems that will help to break Grimelda's evil spell. The first player to complete their key with magic gems and return to their starting square wins the game. But beware! Dangers lurk everywhere...

The Different Maze Cards

Labyrinth Dweller Cards

These cards show the giant, the dragon, the fairy, the unicorn and the gnome. Throughout the game, you will be visiting these labyrinth dwellers. They will help you free the wizard.

Footprint Cards

The object cards are placed on these cards in the beginning of the game.

Gem Bag Cards

There are 3 Gem Bag Cards. You may have to place jewels on these cards.

Dungeon Card

This card is a dead end. The witch may try to banish you to that card during the game!

Maze Cards with Stones

These cards determine the game's difficulty. Use the cards with a white stone in the corner for the basic game and the cards with the golden stone for the advanced version.

Preparation

Before playing for the first time, carefully remove all the parts from the stamped board.

Place the game board in the middle of the table. Separate the 6 stone slab cards from the maze cards. Now decide which game version to play. If you prefer to play the basic version, use the 3 white stone slabs. If you are a Labyrinth expert, use the 3 maze cards with the golden stone slabs. It will make moving about the labyrinth more difficult. Put the remaining cards back in the box.

Take the 5 dweller cards from the maze cards and randomly place them on the game board as shown.

Mix the rest of the maze cards face down, including the three stone slab cards you have chosen. Place them face up on the free squares of the game board to create a random labyrinth. There will be one card left over. You will need this card to shift the labyrinth.

Mix the object cards and place one face up on each maze card with footprints on it.

If the extra maze card has footprints on it, place an object on it as well! Note: You are not seeing double... there are two bread cards!

Place the magical book, the treasure chests and the magic gems next to the game board.

Each Player Receives

  • 1 playing piece in a colour of their choice that they place on the corresponding square on the game board.
  • 1 magic key
  • 1 mission card in the colour of the starting point diagonally opposite to you (the blue player gets the yellow mission card, yellow gets blue, green gets red, red gets green).

If playing with more than two players, you also receive magic gems to place on your magic key:

  • with 3 players: 3 magic gems each
  • with 4 players: 5 magic gems each

Note: The colour of the magic gems is not important. You may choose any gem colour you wish throughout the game.

Playing the Game

Turn on the book and listen to what the wizard has to tell you. The youngest player goes first and play continues in a clockwise direction.

One turn consists of two steps:

  1. Inserting a maze card into the labyrinth (required)
  2. Moving your playing piece (optional)

On your turn, try to reach either a card with a dweller or one with an object on it. First, shift the maze by using the extra card that was pushed out on the previous turn (or the leftover card if it is the first turn). Second, you can move your playing piece through the labyrinth.

1. Moving the Maze

There are 12 arrows around the edge of the game board. These indicate where maze cards can be inserted.

On your turn, decide into which of the marked rows you want to insert a maze card so that the card on the opposite side of the labyrinth gets pushed out. This card stays on the edge of the game board until it's the next player's turn.

The next player may not insert the extra maze card back into the same row from which it just came.

The maze card must be inserted even if you can reach your object without shifting the labyrinth.

If any playing piece gets pushed out when you shift the labyrinth, place it on the card that has just been inserted on the opposite side. This is not considered a move for the player whose piece got shifted.

If there are any objects, treasure chests or magic gems on the card that has been pushed out, they remain there and will be inserted into the labyrinth again on the next player's turn.

2. Moving a Playing Piece

After shifting the labyrinth with a maze card, you may move your playing piece following these rules:

  • Move to any card that you can reach on an uninterrupted pathway in the labyrinth.
  • You can move as far as you like.
  • More than one playing piece can be on the same card.
  • You are allowed to move past other players, objects or magic gems.
  • You do not have to move your playing piece; you may also leave it where it is.

If you don't reach your object on this turn, you can move your playing piece as far as you feel that it places you in a good position for the next turn.

If you reach the object, the magical book comes into play!

Example: It's the green player's turn. He already inserted his card into the labyrinth and wants to move forward to reach the boot. He moves his playing piece past the hourglass and the red player and stops on the card with the boot.

The Magical Book

Any time you visit a dweller, press their corresponding button.

  • Press the delivery button (hand) if you want to deliver an object to a dweller. Note: Be sure to press the dweller button first!
  • Press the button with the treasure chest if you want to deliver a chest to a dweller. Again, you need to press the dweller button first.
  • Press the mission button (scroll) once you have reached the square diagonally opposite your starting point to fulfill your mission.
  • Press the castle (keyhole) button once your magic key is completely covered with magic gems and you have reached your starting point again!
  • Press the repeat button (arrow) to hear the magic book repeat what was last said or to interrupt it.

Visiting a Dweller

If you end your turn on a dweller card, press the dweller button on the book. They will tell you who they are and which object they are looking for. This is the end of your turn. (You can find an overview of all objects on page 8.)

During the course of the game, all players can try to collect the requested objects and deliver it to the dwellers. You will be rewarded with magic gems!

Sometimes, a dweller may give you a treasure chest for another dweller. Take it from the pile next to the game board and put it on the space next to your magic key until you can deliver it to its owner. Of course, you will be rewarded for this as well!

You cannot keep more than one treasure chest card at a time. If a dweller gives you a treasure chest in addition to the one you already have, decide which one to keep and place the other chest on the maze card on which you are standing.

The other players can try to collect this chest on their next turn and deliver it to the corresponding dweller.

Collecting a Magic Gem or an Object

If you are standing on a card with a magic gem or an object, you can take them. Either collect the magic gem or the object from the card that you are standing on before you move, or from the card on which you end your turn.

Place the magic gems on your magic key.

Put the objects in the corresponding space on the key. You may not keep more than one object at a time.

If you would like to get rid of your collected object, you can exchange it with the object from the card you are standing on and place it on your magic key.

Delivering an Object to a Dweller

If you collect an object that a dweller wants, try to deliver it to them.

When you reach the dweller card on your turn and stop there, first press the button that corresponds to this dweller. They will ask if you brought the requested object.

Now press the delivery button (hand) and place the object on the pile next to the game board. The dweller will thank you and reward you with magic gems.

Take the amount of gems rewarded to you from the pile and put them on your magic key. This ends your turn.

Sometimes the dwellers are so pleased about the help you have given them that they may reward you with other things, such as another move. In this case, you may instantly move your playing piece again but you cannot insert another card into the labyrinth. If you are rewarded another turn, you may insert a card and move your playing piece.

Note: Don't wait too long to press the delivery button. If there is too long of a pause, you will be asked to press the dweller button before you can press the delivery button. This also applies for all other combinations where you have to press more than one button.

Deliver a Treasure Chest to a Dweller

If you find a treasure chest card for a certain dweller, try to deliver it to them.

If you reach the dweller card on your turn and stop there, first press the button that corresponds to this dweller. They will ask you if you brought their treasure chest. Press the treasure chest button and place the chest on the pile next to the game board. You have successfully delivered the chest.

The dweller will thank you by giving you a reward. Take that amount of gems from the pile and place them on your magic key. Your turn is now over.

Note:

  • Should you have both the object and the treasure chest for a dweller, you cannot deliver them in one turn. You first deliver one of the items and then wait for your next turn to deliver the other one.
  • Objects and treasure chests can be requested or given several times during one game.

Fulfilling your Mission

Completing your mission of reaching the starting point diagonally opposite your own is another way to collect magic gems.

Press the mission button (scroll) and place your mission card back into the pile. You have now completed your mission and will be rewarded.

Your mission does not have to be completed to win the game.

End of the Game

The game is over once any of the players have completely covered their magic key with magic gems and reached their starting point again.

The winner presses the castle button once to open the castle and then a second time to finally free the wizard!

Note: If anyone accidentally hits the castle button during the game, you can still keep on playing. Only pressing the button two times will finalize the game.

Helpful Hints

Both good and bad things may happen at certain times.

The wizard wants to help you collect more magic gems but the witch will do anything to try to prevent that!

If you didn't understand what has been said, press the repeat button.

If you have played the game several times before, you can skip the part where the dwellers introduce themselves by pressing the repeat button.

Note: It's the red player's turn. He delivers the tent to the dragon and the dragon thanks him. Then the wizard says: "Place two magic gems in the dungeon". The red player takes two magic gems from the pile and places them on the dungeon card.