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Hexen Rennen

Hexen Rennen Rulebook

Table of Contents

Table of Contents

  • Game Contents
    • 48 Tiles
    • 48 cards
  • Game preparation
  • Game Play
    • Rolling the die
    • The effects of the uncovered racetrack tiles
    • Action 1
    • Action 2
    • Action 3
    • Action 4
    • An Example (page 6)
  • Finish lines
  • Game End
  • Three Players
  • Two Players

Game Contents

48 Tiles

These tiles form the racetrack over which the players will race their witches. Each of the four witch clans have 12 tiles - nine tiles numbered 2 to 10, and three showing the magic symbol of their respective witch clan.

48 cards

Each of the four witch clans have 12 cards: nine cards numbered 2 to 10, and three showing the magic symbol of their respective witch clan. These are used to advance your own witches, or to hinder the progress of the other clans’ witches.

12 wooden witches - three in each of the four clan colors. 1 small board with the finish lines. 2 small broomsticks – used to divide the racetrack into three stages. 1 die

Game preparation

Each player chooses a witch clan and receives 3 witches, 12 tiles and 12 cards in the same color. The cards form the player’s hand.

Next the racetrack is constructed. It is 48 tiles long and is divided by the two broomsticks into three stages of 16 tiles each.

Each player secretly selects 4 tiles for each of the three stages. Each of the three stages must contain one of the tiles with the clan’s magic symbol.

The 4 tiles of all players for the first stage are thoroughly mixed and laid out upside down to form the first stage of the race. Place a broomstick at the end of the first stage. Lay the racetrack out in several curves to fit on a small table.

Mix the second stage’s tiles from all players in the same manner and place in a course following the first stage, again ending with a broomstick as the stage boundary. Then the last 16 tiles are mixed and placed as the third stage.

Place all the witches before the first tile of the racetrack. At the end of the racetrack place the board with the finishing lines.

Game Play

Each player rolls the die and moves one of his witches that number of tiles. If the tile on which the witch lands is still hidden it is turned over. The action dictated by the tile is executed and if necessary the witch is moved again. The new tile is then acted upon (after being uncovered if it was still hidden), continuing until the witch finally stops.

Rolling the die

The start player rolls the die, and after his witch finishes moving play continues with the player to his left (clockwise direction).

When moving the witches the following rules apply:

Each racetrack tile may contain only one witch. However, the three fields on the finishing line board may contain any number of witches. The die roll must be completely used. If none of the player’s witches can make this number of moves his turn ends. The player may not re-roll. A witch may not move past the “4” field on the finishing line board. A witch may pass any other witches. Occupied tiles are still counted.

For witches at the start that have not entered the racetrack, the following special rule applies:

Occupied tiles are not counted when moving onto the racetrack! A witch at the start is never blocked from moving.

The effects of the uncovered racetrack tiles

When a witch lands on a hidden tile it is turned face up, and remains that way for the rest of the game. The color (clan) and number or magic symbol determines the actions for the witch.

No matter whether the witch lands on a tile by a die roll or by card movement, the action must be carried out if it’s a possible move. Thus quite long chain reaction moves can result.

When landing on a tile four possible actions can occur:

Action 1

The tile shows the color of the player’s clan as well as a number. The witch must move this number of tiles forward immediately, or stop here if the ending tile is already occupied.

Action 2

The tile shows the color of another clan as well as number. The witch stops here, and the player’s turn is over.

Action 3

The tile shows the magic symbol of the player’s clan. The player may leave his witch here and end his turn - or - play one of the cards from his hand:

With a number card (everyone has cards 2 - 10) the player may advance his witch by that number of tiles. The target tile must be empty. With a card showing the clan’s magic symbol the player advances his witch up to the next empty, uncovered tile with this symbol. The player’s turn ends. If no tile with his own magic symbol is uncovered or if they are all occupied, the card cannot be played. All played cards are discarded from the game.

Action 4

The tile shows the magic symbol of another clan. The player whose clan the symbol belongs to now determines the action. This player has three possible actions to choose from:

Leave the witch untouched, and the player’s turn ends. Play a card with magic symbol against the witch. Now the witch must move backwards to the next uncovered, free tile with the same magic symbol. The player’s turn ends. If such a tile is not uncovered or if a witch already occupies that tile, the card may not be played. Play one of the number cards against the witch. Then the witch must move backwards that many tiles. The target tile must be empty to play the number card. Also, a witch may not be moved back past the first tile. All played cards are discarded from the game.

Note! A player is never forced to play a card for your witch or against another player, except on one condition: Any time a witch is moved backwards by a number card to a clan symbol tile, then that clan’s player must play one of his cards for or against this witch (as long as the action dictated by the card is legal).

An Example (page 6)

A chain reaction move can be caused by the actions of the tiles, sending the witch on a long journey:

Player blue rolls a 3 and advances one of his witch figures. The tile it lands on is still covered, therefore it is turned over: it is blue “10”. The player is pleased and moves 10 tiles forwards onto a “4” tile of his own color. Again, he advances four tiles forwards.

But - surprise - the witch lands on the magic symbol of the yellow witch clan. Player yellow now plays a “7” card to send the blue witch back. Unfortunately, the witch lands on the magic symbol of the green witch clan. Although player green would rather not play a card (they are very valuable for him), in this case he must. The green player plays a “5” card and the blue witch lands five tiles further back on a number tile of another clan. The long journey ends here!

Adding it up, it is seen that our small blue witch nevertheless progressed 5 tiles: 3 (roll) + 10 (own number tile) + 4 (own number tile) - 7 (opposing number card) - 5 (opposing number card) = 17 - 12 = 5 fields forwards; and two fellow players had to sacrifice one of their number cards in each case. That was not bad at all!

Finish lines

The three fields on the board with the finishing lines must be achieved by exact die roll or number card. A player may not move past the “4” victory point field. If the die roll is too high, the player cannot move this witch. Also, a number card may not be played which moves a witch beyond the “4” field.

Once a witch has landed on one of the three fields on the board, that witch may not be moved again. A subsequent move on the board (e.g. with a roll of 1 or 2) is not permitted!

Game End

As soon as a player has his three witches past the finish line (i.e. on the board), the game is over. For each witch past the finish line each player receives victory points corresponding to the field (2,3 or 4). The witch clan with most points wins the race!

Three Players

With three players all cards and tiles are still used. The witch figures of the surplus color are not needed. The tiles of the fourth color – let’s call it the neutral color - are assigned to the three stages. Into each stage a tile with a magic symbol and three number tiles from the neutral color are mixed with the choices from the three players. The cards of the neutral color are mixed and set out as a draw pile.

When a witch lands on a tile with a magic symbol of the neutral color, a card is drawn from the neutral clan deck and the action described is taken. If the action is not possible, because for example another witch occupies the tile, the card is ignored and the witch stops. The card is discarded in any case.

Two Players

Same rules as for three players, but two clans are played as neutral.