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ICECOOL Wizards

ICECOOL Wizards Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Components
  • Setup
  • Player's Turn
    • How to Flick
    • Close to a Wall? Using White Lines
    • Classrooms & Landing on a Classroom Line
    • Flying Outside of the Board
  • Collecting a Lesson Card
  • Exchanging Knowledge
  • Taking an Exam Card
  • Spells
  • End of a Player's Turn
  • End of the Game

Game Overview

Players take turns flicking their Penguin figures around the board and collecting Lesson cards that will provide Magic Points at the end of the game. Lesson cards can be traded in for Exam cards that provide even more Magic Points. At the end of the game, the player with the most Magic Points wins.

Components

  • 4 plastic Penguin figures
  • 3 box clips
  • 3 game boxes
  • 31 Lesson cards
  • 20 Exam cards
  • 4 ID cards

Setup

  1. Arrange the boxes in the center of the table as shown in the image to create the game board. Make sure the doorways align.

  2. Clip the boxes together with the box clips as shown in the image.

  3. Each player chooses a color and takes the Penguin figure and the ID card of that color.

  4. Shuffle the Lesson card deck and place it face down near the board. Draw the top 3 cards and place them face up in the matching classrooms or doorways. Cards in the doorways are placed so that the center of the card is on the doorway's threshold. If a drawn Lesson card matches a Lesson card already on the board, discard it next to the Lesson card deck and draw a new one so that there are 3 different Lesson cards on the board.

    NOTE: Lesson cards can be placed anywhere in the matching classrooms as long as more than half of the card is within the yellow-black dashed line of that classroom.

  5. Shuffle the Exam card deck and place it face down near the board. Draw the top 6 cards and randomly place 1 card face up in each dark blue card space in the corner of a room. Unlike with Lesson cards, there can be matching Exam cards on the board.

  6. The youngest player goes first. At the beginning of the game, no one has their Penguin on the board yet. At the start of their very first turn of the game, each player must place their Penguin on the starting spot, before taking 2 flicks (see Player's Turn). After their first turn, each player flicks their Penguin from its current location.

Player's Turn

During their turn, a player takes 2 flicks with their Penguin, one right after the other.

After each flick, they check if their Penguin (not Penguins of other players) triggered any of the following actions:

  • If the Penguin passed through a doorway or through a classroom with a Lesson card, they may collect it (see Collecting a Lesson Card).
  • If the Penguin touched one or more Exam cards during or after the flick, the player may discard the required number of Lesson cards to take the Exam card(s) (see Taking an Exam Card).
  • If the Penguin made contact with one or more players' Penguins, the flicking player may Exchange Knowledge; i.e., trade face-up Lesson cards with the player(s) whose Penguins were made contact with (see Exchanging Knowledge).

IMPORTANT: If multiple actions were triggered by a flick, the flicking player decides the order in which to carry out these actions.

How to Flick

To flick their Penguin figure, a player has to place their index finger near the bottom of the Penguin and push it forward. If the player wants the Penguin to run around corners or make crazy turns, they have to flick it on the same side they want it to turn. For example if they flick its right side, it will rotate to the right. It might take a few tries to get this right. But that's why the player is attending the Penguin wizard school — to learn magical things like flicking!

Close to a Wall? Using White Lines

If a player's Penguin is close to a wall (doorways count as a part of a wall) or is stuck in a doorway, before a flick the player may place it on the closest spot on the white line free of other Penguins, even if it is covered by a card. When doing this, make sure that the center of the Penguin is on the white line.

Classrooms & Landing on a Classroom Line

The game board is divided into 5 classrooms, each surrounded by a yellow-black dashed line to mark the classroom borders.

A Penguin is considered to be "inside a classroom" if it covers any part of that classroom's floor. It is possible for a Penguin to land on a line between two classrooms.

Example: The green Penguin is inside the Magical Creatures Lessons classroom and Potions classroom at the same time. The pink Penguin is inside the Astrology classroom and History of Penguin Magic classroom at the same time.

The classrooms:

  • Magical Creatures Classroom (Magic Fishbone Lesson cards are placed here)
  • History of Penguin Magic Classroom (Hourglass Lesson cards are placed here)
  • Magic 101 Classroom (Wand Lesson cards are placed here)
  • Potions Classroom (Potions Lesson cards are placed here)
  • Astrology Classroom (Star Lesson cards are placed here)

Flying Outside of the Board

If a player's Penguin happens to fly out of the game board at any point during the game, put it back onto the game board on the exact spot where it was before the flick. If it was the active player's Penguin, they lose their current flick. If it was the player's second flick, their turn ends.

Collecting a Lesson Card

After each of their flicks, the active player may collect Lesson cards from classrooms or doorways, if any of these 2 conditions are met:

  1. The active player may collect a Lesson card from a doorway, if their Penguin has moved completely through the doorway.
  2. The active player may collect a Lesson card from a classroom, if their Penguin has visited (i.e. has moved at least partially inside) the room. This includes the classroom the Penguin is in before the flick.

After a player collects a Lesson card, they place it face up near their ID card.

NOTE: It is possible for a player to collect more than one Lesson card after a flick if their Penguin moved through and/or into multiple classrooms or doorways with Lesson cards.

NOTE: If a player's Penguin is partially in a doorway before the flick, then they cannot collect a Lesson card from that doorway after the flick. To collect a Lesson card from a doorway, a Penguin must begin its flick completely on one side and end its flick completely on the other side. Moving a Penguin off a doorway with a Lesson card onto a free spot on a white line allows the Penguin to be flicked through that doorway and collect the card.

Example: John flicks his Penguin from the Astrology classroom. It slides through the History of Penguin Magic classroom and stops in the Magical Creatures classroom. John collects all 3 Lesson cards and places them face up in front of himself.

Exchanging Knowledge

Sometimes you just did not get a chance to study. Luckily for you, your schoolmates are always "glad" to help.

If the flicked Penguin makes contact with 1 or more players' Penguins, the flicking player may "trade" cards with those players. For each opposing player's Penguin made contact with, the flicking player may choose to exchange 1 of their own face-up Lesson cards with 1 face-up Lesson card of the opposing player. The opposing player may not refuse the trade and they have no say in which cards are exchanged.

Example: Kathy bumps into John's Penguin and then takes one of John's cards and gives one of hers in exchange. It is Kathy's choice which cards get exchanged.

NOTE: Exam cards may not be traded.

Taking an Exam Card

During or before a player's flick, if that player's Penguin at least partially touches any Exam cards, they may take them after the flick. Each Exam card shows one or more icons of Lesson cards. To take the Exam card, the player discards the required number of their face-up Lesson cards and places the Exam card face down near their ID card. Remember, at the end of the game, Exam cards are worth the number of Magic Points shown at the bottom of the card.

NOTE: The Penguin does not have to touch the Exam card at the end of the flick to take it. However, if the player cannot or decides not to take the card immediately after the flick, they would have to touch it again on a future flick in order to take it.

NOTE: If a player needs to place a card on a space or take a card from a space occupied by one or more Penguins, they must first pick up the Penguin(s) and then carefully put them back on the exact spot they occupied before placing or taking the card.

NOTE: Players don't have to take touched Exam or Lesson cards in the order their Penguin touched them. For example, John's Penguin is on an Exam card at the start of his turn. John then flicks his Penguin and collects the necessary Lesson cards for that Exam card. Now he can exchange those Lesson cards for the Exam card his Penguin was on at the start of the flick.

Example: John flicks his Penguin and it touches the Exam card on the right. He discards the 2 required Lesson cards on the left and takes the Exam card worth 6 Magic Points.

Spells

Each of the Lesson cards with an element symbol can be used as a Spell but only during the owning player's turn, before or after that player's flick.

  • A spell can be used on the same turn a player collects it.
  • To use a Spell, turn the card face down and then apply the effect of the Spell.
  • Once used, the Spell cannot be used again, turned in for an Exam card, or exchanged for Knowledge.
  • A used Spell still earns 1 Magic Point at the end of the game.

The four Spell effects (each is shown on its card by an element symbol; the symbols are pictures in the rulebook and are not named in its text):

  • Take an extra flick.
  • Draw 2 Lesson cards and place them on the board on the matching space. As in game setup, if a drawn Lesson card matches one already on the board, discard it and draw a new one.
  • Counts as a "wild" Lesson card when taking an Exam card. IMPORTANT: When used, this is the only Spell that is discarded instead of being placed face down in front of the player.
  • All other players choose 1 of their Lesson cards (if they have any) to discard into the Lesson card discard pile. Players may choose to discard 1 of their face-down Lesson cards.

End of a Player's Turn

After a player has made both flicks and collected any Lesson and/or Exam cards, but before the next player takes a turn, the player must check if they need to refill any Lesson or Exam cards by completing these 2 steps:

Step 1: Refill Lesson cards? If there are fewer than 3 Lesson cards remaining on the board, refill empty locations until there are exactly 3 Lesson cards on the game board. If a drawn Lesson card matches a Lesson card already on the board, discard it and draw a new one until there are 3 different Lesson cards on the board. If the deck runs out, reshuffle the Lesson card discard pile to reform the Lesson card deck.

Step 2: Refill Exam cards? Refill all empty dark blue card spaces in the corners of the rooms. If there are not enough Exam cards in the Exam deck to refill the empty dark blue card spaces, begin the End of the Game phase below.

End of the Game

The game ends when it is not possible to refill all dark blue card spaces. Complete the current round so that each player has played the same number of turns. To determine the winner, each player adds up their Magic Points from their Exam cards and face-up and face-down Lesson cards. Each Exam card is worth the number of Magic Points shown on it. Each Lesson card is worth 1 Magic Point. The player with the most Magic Points wins and becomes the most powerful Penguin wizard!

Breaking ties: In the event of a tie, the tied player who has more Exam and Lesson cards wins. If there is still a tie, the tied players share the victory and there are multiple most powerful Penguin wizards!

Example: John scores a total of 22 Magic Points. Three different Exam cards score 18 points (3 + 6 + 9 = 18). Four Lesson cards score 4 points, 2 from two face-down Lesson cards and 2 from two face-up Lesson cards. (18 Exam card points + 4 Lesson card points = 22 total Magic Points).