The Enchanted Tower
The Enchanted Tower Rulebook
Table of Contents
Table of Contents
Contents
- 1 Tower (2-part)
- 1 metal key (+ 1 spare key)
- 1 figure "Princess"
- 1 figure "Sorcerer"
- 1 figure "Robin"
- 1 game board, large
- 1 game board, small
- 16 tiles
- 1 symbol die
- 1 numerical die (3/5, 2/2, 5/3, 3/3, 3/4, 4/3)
- Game instructions
Preparing to Play
Before you play the game for the first time, carefully remove all parts from the punched boards.
Push the lower section of the tower into the opening until you feel it engage. Now plug in the top part of the tower.
Lay the big game board in the box and distribute the tiles with the motif facing up at random over the openings.
Place the Princess in the middle of the tower by gently pressing her down until she engages audibly.
Lay the small game board at the corner of the box with the door and place the sorcerer onto the starting field with the star.
Place Robin next to the box and place the two dice and the key at the ready.
Now decide if you want to play with the sorcerer or in the Robin team. One of you assumes the role of the sorcerer throughout the whole of the game and the others take turns to help Robin.
How to Play
If you are playing the sorcerer, it is best for you to sit at the corner of the box where the sorcerer figure is standing.
Then ask the players from the Robin team to close their eyes. Have they all got their eyes closed? Good! Then you can secretly hide the key under one of the 16 tiles. Remember where you have hidden the key. Then everybody can open their eyes and then you can get going!
Now everybody, including the sorcerer, sets out to find the hidden key as fast as possible. To do so the sorcerer picks up the symbol die and the Robin team takes the numerical die.
The players in the Robin team cast the die alternately clockwise, one after the other. The Robin player sitting next to the sorcerer on the left starts and places the Robin figure on one of the four possible start fields with the dot. Thereafter he casts the die at the same time as the sorcerer.
The first player to move is the one whose figure is depicted on the symbol die. The other figure is moved immediately thereafter. The numerical die shows how far the figures are allowed to move.
The blue number indicates how many steps the sorcerer is allowed to take and the red number shows the number of steps for Robin. Then the next player from the Robin team casts the die at the same time as the sorcerer.
Please note: The sorcerer knows exactly where to look for the key, but the Robin team always has a slight start. The sorcerer must always move along the eight fields on the small board first before moving onto the big game board.
The figures may only be placed along the paths, shortcuts are not allowed. If a field is occupied, the figure can be leapfrogged.
Key Found
If there is a "Clack!" during your turn, you have found the key. Lift up the figure and remove the key and put the tile back in place with the rear side facing up.
Now you can try to free the Princess. To do so, insert the key as far as possible into one of the 6 keyholes (without turning it).
Didn't anything happen?
What a shame, it must have been the wrong lock!! Remove the key and remember in which padlock the key did not work.
A new search for the key begins. Put the sorcerer back on his start field and put Robin on one of the four available start fields. Now carry on as described in "How to Play".
Important: The sorcerer never hides the key in the same place twice; the tiles lying with the rear side facing up are not allowed to be used as the hiding place.
Hurray, the Princess Jumps Out!
The game ends, when the Princess comes skipping out of the tower. If the sorcerer has liberated the Princess, the sorcerer wins. If a player from the Robin team frees the Princess, the Robin team wins.
You'd like to be the sorcerer for a change? Then simply exchange roles and play again! But don't forget to turn the tower a few times beforehand, so nobody knows the correct keyhole.
Note
Please don't pull the princess out of the tower by force because that would damage the figure. The princess can only be removed from the tower without being damaged if the key is used.