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Incantibus

Incantibus Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Setup
  • Game Play
  • Examining a Room
    • Casting
    • Preparing to Examine a New Room
  • Magic Satchel
  • Receiving Tokens
    • Gold, Ingredient and Weapon Tokens
    • Potion Tokens
    • Monster Tokens
  • Spell Tokens
  • Spell Cards
  • Final Battle Against the Evil Sorcerers
  • Sorcerer Weaknesses
  • End of the Game
  • Expert Mode
    • End of the Game (Expert Mode)

Goal of the Game

Earn as many magic points as you can during your adventure to win the game.

Components

  • Magic-book-shaped box with a moat and spaces for the tower and tokens
  • 4 two-sided magic satchels (expert side and apprentice side)
  • 38 visible tokens (J)
  • 26 secret tokens (I)
  • 6 special tokens (N)
  • 12 spell cards (B)
  • 9 potion tokens (C)
  • 9 magic book tokens (G)
  • 12 sorcerer tokens (O)
  • 8 room tiles
  • Adjustable stand (in 3 parts) for the box lid
  • 4 wands: strength 1, strength 2, strength 3, strength 4

Setup

Important: After punching out the tokens and room tiles, DO NOT THROW AWAY the 4 large cardboard frames. Place them on the bottom of the box under the plastic insert to raise it to the correct height.

Preparing the box: Open the book-shaped box and place the adjustable stand under the "cover" so that the cover lies flat.

Note: after assembling the stand before the first game, keep it in the upper-right corner of the moat from then on, without taking it apart.

Continue the setup depending on the number of players.

4 players: Use all rooms, tokens and wands.

3 players:

  • Set aside the wand with strength 3. Only wands with strength 1, 2 and 4 are used.
  • Remove 2 rooms with the symbol of four sorcerer icons (PPPP) on their reverse. Only the roof and the remaining 5 rooms (with symbols PP+ and PPP+ on the reverse) are used.
  • Set aside 3 random sorcerer tokens without looking at them. Only the remaining 9 sorcerer tokens are used.

2 players:

  • Set aside the wands with strength 2 and 3. Only wands with strength 1 and 4 are used.
  • Remove 4 rooms with symbols PPP+ and PPPP on their reverse. Only the roof and the remaining 3 rooms (with symbol PP+ on the reverse) are used.
  • Set aside 6 random sorcerer tokens without looking at them. Only the remaining 6 sorcerer tokens are used.

Preparing the players:

  • Each player places a magic satchel in front of them, side up according to the chosen game mode. With 3 or 2 players, put the extra satchels to the side.
  • Each player receives a random wand.

Preparing the tower:

  • Set aside the roof.
  • Shuffle the number of rooms required for the player count (the number depends on the number of players) and place them as a face-down stack in the tower space of the box.
  • Place the roof face up on top of this stack. The game always begins with the exploration of the roof.

Preparing the tokens:

  1. Take 7 random visible tokens (J) and place them face up on the roof. Put the remaining visible tokens in the corresponding compartment of the box.
  2. Put all secret tokens (I) in the corresponding compartment of the box.
  3. Place 3 random potion tokens (C) face up (showing the required ingredients) in the corresponding spaces. Put the remaining potion tokens in the compartment next to them.
  4. Place 1 random sorcerer token (O) face down in each space, the number of which (from 6 to 12) depends on the number of players. Then turn the first token face up. Important: each space shows the symbol PP, PPP or PPPP, which reminds you how many sorcerer tokens are used with each player count.
  5. Shuffle the spell cards (B) and place them as a face-down stack in the corresponding area on the "cover" of the book-box. Turn over the top 3 cards and place them to the right of the stack. Place the 6 special tokens (N) face up in the special area above the spell cards.
  6. Magic book tokens (G) are used only in expert mode (see page 11). If you are playing the normal rules, set them aside.

Important: Visible (J) and secret (I) tokens can be placed in their corresponding compartments in two ways. We recommend stacking them during play so that players cannot see their faces. After the game it is better to store them upright so that they stay in place even if the box is shaken.

Important: The area around the tower is the moat. During the game you will discard some tokens there.

Note on the special tokens: Store the 6 special tokens (N) in their compartment after the game.

Game Play

The game consists of several rounds, one per room in the tower. Each round you examine one of the rooms (in the first round, the roof), until you reach the dungeon at the very bottom of the tower.

  • Each round you examine one room. While examining it you gain tokens to arm yourself for the final battle and to earn magic points, which will help you win the game.
  • At the end of the game, when you reach the dungeon, the final battle with the evil sorcerers awaits you.

Examining a Room

You examine a room and receive tokens by performing the Casting action several times.

Casting

Carefully look at all the available tokens: the secret and visible tokens in the room, and the potion tokens in their spaces in the box.

When the players are ready, they raise their magic wands. Then the player holding the wand with strength 4 loudly says: "In-can-to!" As soon as they finish the last syllable of the magic word, all players simultaneously point their wands at the tokens they would like to take.

You may point your wand at:

  • a visible token in the room;
  • a secret token in the room;
  • one of the open potion tokens, if you have the ingredients needed to brew it.

If the players pointed at different tokens, each player takes the token they chose.

If 2 or more players pointed at the same token:

  • The token goes to the claimant with the strongest wand (4 > 3 > 2 > 1).
  • The player who receives the token then swaps wands with the claimant whose wand was the weakest.
  • All other players who claimed that token keep their wands, but receive nothing.

Example: Lera (wand strength 4), Kirill (wand strength 2) and Katya (wand strength 1) pointed at the token with the flying stake. Rosa (wand strength 3) pointed at the pumpkin token. Lera receives the flying stake, because her wand is the strongest. She then swaps wands with Katya, whose wand was the weakest of the three players who claimed that token. Kirill receives nothing but keeps his wand. Rosa was the only one who chose the pumpkin, so she simply takes that token.

Repeating Casting: If after Casting 2 or more tokens remain in the room, you repeat the Casting action. Otherwise you leave this room and open the next one (see "Preparing to Examine a New Room" below).

Preparing to Examine a New Room

If after Casting 1 token remains in the current room, or no tokens remain, discard the remaining token (if there is one) into the moat, and then carry out the following steps.

  1. Fill the empty potion spaces. At the start of a new round there must be 3 potion tokens face up, if any are left. (The same rule applies to magic book tokens in expert mode; see page 11.)

  2. Remove the top room tile and turn over the next one, and place tokens on it. Take the number of tokens indicated on the tile and place them in the room:

    • Visible tokens are placed face up.
    • Secret tokens are placed face down.

    Example: The bedroom tile shows 4 J and 3 I. Place 4 visible tokens face up and 3 secret tokens face down.

    If there are no more room tiles, you have reached the dungeon (the bottom of the box), and the final battle begins.

  3. Turn over the next sorcerer token (O) face up. This way you learn which sorcerers you will face in the final battle in the dungeon (see page 8).

Magic Satchel

The magic satchel is where you store the tokens you collect during the game. The following rules apply to the magic satchel.

  • Each cell holds only 1 token, except spell tokens and sorcerer tokens, which may be kept in a stack.
  • If you receive a token but cannot place it in your satchel, choose one of the following actions:
    • redistribute the tokens in your satchel, if possible;
    • discard 1 token from your satchel into the moat to free up a space;
    • discard the token you have just received into the moat.

Apprentice side of the satchel (cell layout):

  1. Ingredients (D)
  2. Weapons (E)
  3. Monsters (F)
  4. Gold (K)
  5. Potions (C)
  6. Sorcerers (O): this cell is used during the final battle against the evil sorcerers (see page 8). Several tokens may be kept in a stack in this cell.
  7. Purse (L): any tokens may be stored here, including potions, special tokens and magic book tokens if you are playing expert mode (see page 11). The 2 empty cells to the right of the first purse are for special purse tokens (see page 8), which you can obtain during the game.
  8. Spells (B): store the spell tokens you receive here. Spell tokens may be stacked.

Receiving Tokens

Gold, Ingredient and Weapon Tokens

When you receive a token with gold, an ingredient or a weapon, place it in your magic satchel.

  • Gold brings you magic points.
  • Ingredients are used to brew potions (see below).
  • Weapons are needed to catch monsters (see below).

Potion Tokens

To brew a potion, you must have all the required ingredients. Discard the ingredient tokens into the moat, take the potion token and place it in the corresponding cell of your satchel, turning it over to the side with the finished potion (which shows only the number of magic points it is worth).

Example: Katya points at the token with the green potion. She discards the mistletoe and mushroom tokens into the moat, and places the potion token in her satchel.

Monster Tokens

Monsters (F) must be caught! You can catch a monster only if you have a suitable weapon of the same color as the monster token.

The chart in the rulebook matches each weapon to the monster it catches (shown by the arrows):

Weapon (count in game)CatchesMagic points (number on token)Monster count in game
Wand Net (×4)Goblin2×5
Crystal Ball (×4)Ghost4×3
Trap (×4)Werewolf3×4
Flying Stake (×4)Vampire5×2

If you point at a monster token during Casting:

  • If you have the suitable weapon, you catch the monster. Place the monster token you received in any of the 3 monster cells in your magic satchel (it does not need to be next to your weapon). The weapon token you used stays in your satchel and can be used again.
  • If you do not have the required weapon, the monster escapes. Discard the monster token into the moat.

Example: Kirill points at a secret token, turns it over and sees a vampire! Because Kirill has the flying stake, he catches the monster. He takes the token and places it in his magic satchel.

Spell Tokens

When you receive a spell token (B), place it in the corresponding cell of your magic satchel (it may be placed in a stack) and cast a spell, using any one of the 3 open spell cards. Then remove the used card from the game and immediately open a new spell card from the stack.

If several players receive spell tokens during the same Casting, the first player to choose a card is the player with the strongest wand.

Each spell token is worth 1 magic point at the end of the game.

Note: Use the effects of spell cards only after all players have taken the tokens they chose in this phase, including potions and magic books.

Spell Cards

ALKIMIA: Steal an ingredient, a weapon or gold from another player's magic satchel. Note: The special tokens "Ultimus" and "Philosopher's Stone" can also be stolen.

RETIRO: Take any token from the moat (an ingredient, a special token or a monster, even if you do not have a suitable weapon, etc.). Note 1: If the moat is empty, the effect of this spell does not work. Note 2: If you take a spell token from the moat, you may cast one more spell.

LOCUS: Take the special token "Satchel" and place it on one of the empty spaces in your magic satchel (next to the first purse). You now have an additional space for storing a token of any type.

ULTIMUS: Take the special token "Ultimus", which replaces any weapon, and place it in the weapon cell (or in the purse) in your satchel. This is a universal weapon with which you can catch any monster. Throw it into the moat after use. Note: If during Casting you choose a monster token, you are not obliged to use the Ultimus token if you have a suitable weapon.

IMPERIUM: Take any visible token from the room, if there are any left. Note: If there are no visible tokens left in the room, the effect of this spell does not work.

OCULUS: Look at 1 of the secret tokens in the room. If it is a gold, ingredient or weapon token, take it. If it is a monster token, take it if you have a suitable weapon; otherwise, return the token to its place face down. Note 1: If there are no secret tokens left in the room, the effect of this spell does not work. Note 2: If the secret token turns out to be a spell token, take it and cast one more spell.

PHILOSOPHIA: Take the special token "Philosopher's Stone" and place it in the ingredient cell (or in the purse) in your satchel. It can be used as any ingredient in a potion. After use, throw it into the moat, like other ingredients.

FORTUNA: Take the special token "3 Gold Coins" and place it in the gold cell (or in the purse) in your satchel.

Final Battle Against the Evil Sorcerers

When you have removed the last room tile, you reach the dungeon, where the evil sorcerers lurk and with whom you must now battle.

Move all the sorcerer tokens (O) into the dungeon without turning them over: open tokens must stay face up, and the others stay face down.

The sorcerers are powerful, but each has its own weaknesses. To defeat them, you must spend the tokens that match their weaknesses (see "Sorcerer Weaknesses" below).

As in the other rooms, you carry out the Casting action several times.

During the final battle, when you perform Casting you point at the sorcerer tokens in the dungeon. You can still point at a potion or a magic book (in expert mode) if you have the necessary tokens.

  • If you point at an open sorcerer token, you must discard into the moat the tokens that match its weaknesses. Then take the sorcerer token and place it in your magic satchel.
  • If you point at a sorcerer token lying face down, turn it over. If you have the necessary tokens, discard them into the moat and take the sorcerer token. Otherwise the sorcerer escapes: discard its token into the moat.

Note: If several players choose the same sorcerer, the claimant with the strongest wand fights it (the sorcerer may still escape). Then the players swap wands as usual.

Examples:

  • Kirill and Katya pointed at the same sorcerer, but Katya's wand is stronger. She fights the Witch Indigo and discards a blue potion into the moat to take the sorcerer token. Then Katya and Kirill swap wands.
  • Lera points at the White Lady. She discards a ghost token into the moat and takes the sorcerer token.
  • Rosa chooses a face-down sorcerer token, which turns out to be the Archmage. But she does not have the two spell tokens needed to defeat him! The sorcerer escapes, and its token is discarded into the moat.

Sorcerer Weaknesses

The following tokens are needed to defeat each sorcerer. The number shown on each sorcerer token is the number of magic points it is worth when defeated.

SorcererPointsNeeded to defeat
Lady Goblin71 goblin token
Baroness Fuchsia111 red potion token
Archmage72 spell tokens
Rima Wulf81 werewolf token
Serpentine Yadikus91 green potion token
Dark Knight104 weapon tokens
White Lady91 ghost token
Witch Indigo81 blue potion token

Magister Ramus is a special sorcerer. To defeat him you do not need any tokens, only a magic wand of strength 1 or 2.

If, after performing the Casting action in the dungeon, no face-down sorcerer tokens remain, and one or more players do not have the suitable tokens to brew a potion, obtain a magic book or fight a sorcerer on the open tokens, that player or players must place their wand on the table, and the game ends immediately.

End of the Game

The game ends when there are no sorcerers left in the dungeon, or when at least 1 player has placed their magic wand on the table.

When the game ends, each player counts the magic points on the tokens in their own magic satchel. Magic points can be earned for gold, caught monsters, potions, spells, magic books and defeated sorcerers.

The player with the most points is the winner. In the event of a tie, the winner is the player whose wand was the stronger at the end of the game (even if they placed it on the table).

Example: Katya counts the magic points on the tokens in her satchel. She receives:

  • A: 5 points for the green potion;
  • B: 15 points for the caught monsters (5 + 3 + 4 + 3);
  • C: 5 points for gold (3 + 2);
  • D: 2 points for 2 spell tokens;
  • E: 8 points for the defeated sorcerer.

Katya receives 35 magic points in total.

Note: The letters A–E in the example are the labels used in the rulebook's illustration of Katya's satchel.

In expert mode, each player also gets an additional end-of-game bonus; see "End of the Game" under Expert Mode below.

Expert Mode

For experienced wizards.

Expert mode adds magic book tokens to the game, which allow you to earn even more magic points and offer more choices during Casting.

Setup:

  • Players place their magic satchels in front of them expert side up. Unlike the apprentice side, this side of the satchel has 2 cells for magic book tokens.
  • Take 3 random magic book tokens (G) and place them face up (showing the conditions for obtaining the book) in the corresponding cells of the box. Put the remaining tokens in the compartment next to them.
  • As with potions, you can point at a magic book token during Casting (even during the final battle) if you have the necessary tokens.

Magic book token: You must have the necessary tokens to gain the knowledge held in the book. Discard the required tokens into the moat. Take the magic book token and place it face-up side in the corresponding cell of your satchel, showing only the magic points it is worth.

Conditions for obtaining magic books:

Magic pointsRequired tokens
2Any 2 tokens
31 spell token
41 special token
42 gold coins (on 1 or several tokens)
63 gold coins
52 identical weapon tokens
42 different weapon tokens
52 identical ingredient tokens
42 different ingredient tokens

When you remove a room tile, as with potions, fill the empty magic book spaces with new tokens so that 3 magic books are again available to players (if there are tokens left in the supply).

End of the Game (Expert Mode)

In addition to the magic points for tokens, each player receives additional points equal to the strength of their wand at the end of the game (1, 2, 3 or 4 points respectively).

Prince Greedy84 gold coins (in total, across several tokens)
Count Dracula101 vampire token
Magister Ramus6Special sorcerer: no tokens are needed, only a wand of strength 1 or 2
Creepy Grabber84 tokens of any kind (including potions, magic books and special tokens)