Kleine Magier
Kleine Magier Rulebook
Table of Contents
Table of Contents
Contents
- 1 game board
- 3 cogwheels
- 1 magician Merlin
- 1 magic wand (with magnet)
- 9 magic hats
- 9 animal tiles
- 26 stars
- 1 die
- Set of game instructions
Game Idea
Underneath the nine magic hats animals are hiding. Merlin determines which animal you will have to conjure up. If you can remember under which hat the animal is hiding, your reward is a star.
But watch out! If the magic hat appears on the die you have to rotate the cogwheels and when you do this everything rotates, including the magic hats. The aim of the game is to collect the most stars.
Preparation of the Game
Place the game board in the center of the table. Insert the three cogwheels into the holes of the game board, as shown. You have done it well if all three cogwheels turn at the same time when you move one of them.
The game board shows a target square and a starting square.
Watch out: At the beginning of the game one of the magic symbols of the cogwheel showing the stars should be adjacent to the magic symbol shown on the game board. Move the cogwheel to a corresponding position.
Place Merlin on his starting square. Get the remaining game material ready.
How to Play
Play in a clockwise direction. Whoever has dreamt of a magician last may start. If you cannot agree then the youngest player is the first little magician.
Get an animal tile and name the animal. Then place the tile on any square of the cogwheels and cover it with a magic hat.
Then the next player in a clockwise direction takes an animal tile, places it on a square and covers it. Repeat until all the animals and magic hats have been distributed.
Important: When covering the animal tiles with magic hats, make sure that there is a magic hat with a red, a yellow and a green tip on each cogwheel.
Now the first little magician takes the die and rolls it. On the die appears:
- Two or three dots? Move Merlin the corresponding number of squares in the direction of the arrows.
- Merlin's magic symbol? First turn the cogwheel slowly one mark further in a clockwise direction. Then move Merlin one square in the direction of the arrow.
The square on which Merlin stands at that moment shows you which animal you should conjure up from under the hats.
Take the magic wand in your hand and say the magic spell:
"Toad's gunk and chicken leg I conjure up a raven* … under the magic hat"
(*or dragon, rabbit, frog, owl, cat – depending on the animal shown on the square where the big magician is standing)
Then, with your wand you lift a magic hat as if by magic. Hold the silver colored side of the wand against the side of the tip of the hat and lift it.
Which animal have you conjured up?
- The animal searched for? Magician's honor! Your magic was right. As a reward you get a star and place it in front of you.
- Another animal? Magician's bad luck! You have to practice your magic powers and don't receive a reward.
Free the magic hat with your hand from the wand and place it again on the animal tile. It's then the turn of the next player to roll the die.
End of the Game
The game ends as soon as magician Merlin reaches the target square (remaining dots on the die are not used) or all the stars have been collected.
Pile the stars. The player with the highest pile wins the game. If various players have the same amount of stars there are various winners.
Variation: Master Magician
The rules of the basic game apply except for the following changes: At the beginning, cover all animal tiles of one cogwheel with a magic hat of the same color.
Translation note: the printed English wording of this variation is shorter than the German original, which reads: when you cover the animal tiles with the magic hats, the three magic hats with a same-colored tip must stand on the same cogwheel. The English is transcribed as printed. Players should check the German page for the exact setup condition.