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Magic 8 Ball: Magical Encounters Board Game

Magic 8 Ball: Magical Encounters Board Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up
  • Object of the Game
  • How to Play
    • Turn Order
    • 1. Roll the Die
    • 2. Move Hero
    • 3. Perform Actions
      • Star Token Space
      • Increase Gadworm's Speed
      • Placing a Crystal in a Tower
      • Encounter Space
      • Door Tiles
    • 4. Move Gadworm the Dragon
      • Blue Path – or – Yellow Path
  • Winning
  • Encounter Cards
  • Tokens
    • Treasure Tokens
    • Star Tokens
  • Reference

Contents

  • 1 Magic 8 Ball
  • 1 Game Board
  • 1 Die
  • 4 Hero Movers
  • 1 Gadworm the Dragon Mover
  • 52 Encounter Cards
  • 4 Reference Cards
  • 10 Treasure Tokens
  • 16 Star Tokens (including 4 Crystal Tokens)
  • 4 Door Tiles
  • 1 Dragon Speed Tile
  • 1 Heart Tile

Set Up

Place the game board where all players can reach.

  1. Have each player choose which hero they want to play and place that mover on the start space. Also, give each player a Reference Card.
  2. Mix up the Star Tokens and place one facedown on each Star Token space on the board.
  3. Place the Treasure Tokens next to the board facedown and mix them up in a pile.
  4. Shuffle the Encounter Cards and place them facedown next to the board.
  5. Place the Door Tiles on the four marked spaces on the game board with the locked side facing up.
  6. Place the Dragon Speed Tile on the "+0" position. Place the Heart Tile on the number of players. For example, if there are 3 players, place it on number 3.
  7. Place Gadworm the dragon on the Dragon's Lair space.

Object of the Game

Work together to find the four crystals while dodging Gadworm the Dragon.

For first time players and younger players, consider the BEGINNER GAME. To win, simply find all four crystals before your health runs out. Look for me for more information on how to play this less challenging version of the game.

How to Play

The youngest player starts first and then play continues clockwise.

Turn Order

  1. Roll the Die
  2. Move Hero
  3. Perform Actions
  4. Move Gadworm the Dragon

1. Roll the Die

Roll the die. The white number is your hero's movement. There are two possible colors for the Dragon's movement. The color indicates the path Gadworm will take if it splits in two directions. More on that in step 4.

2. Move Hero

You MAY move your hero in any direction UP TO the number of spaces indicated by the white number. You may choose to forfeit movement to land on a specific spot or not move at all. Once you land on a spot and take an action, your hero cannot move again unless an Encounter Card allows it.

You cannot share a space with another player's hero. If you land on the same space as another hero, jump over them to the next unoccupied space. You cannot jump over Gadworm the Dragon.

Always keep in mind Gadworm will move at the end of your turn! If he captures a hero, they lose a life and will be sent to the Dragon's Lair.

3. Perform Actions

Use your Reference Card for a quick reminder of what the icons represent. There is also a more detailed reference section on page 4 (see Encounter Cards, Tokens and Reference below).

Star Token Space

If you land on a space with a Star Token, pick it up and place it in front of you. You can use the token immediately or hold onto it for later use.

If the token is a Crystal, hold onto it. You can only carry one Crystal at a time.

Increase Gadworm's Speed

Every time a Crystal is discovered, increase Gadworm's Speed to the next level by moving the Dragon Speed Tile one space to the right. This adds extra spaces to Gadworm's movement from the die roll.

Placing a Crystal in a Tower

When you have a crystal, take it to an empty tower. Once you are on a tower space, you must ask Magic 8 Ball if you can place the crystal there.

If the answer is…

  • Positive: You did it! Place the crystal on the Tower Space.
  • Neutral: You may stay with that tower and try asking again on your next turn.
  • Negative: You must move to another tower and try to place the crystal there.

If there are any players on an adjacent space, they may also ask Magic 8 Ball during your turn.

You can revisit this tower and try again if another tower was unsuccessful.

For the beginner game, immediately place the crystal on a tower space after discovering it and ignore the "PLACING A CRYSTAL" part of the rules. You are one step closer to winning, my brave apprentices!

Encounter Space

If you land on an Encounter Space, the player to your left draws the top Encounter Card and reads it out loud so you can't see the icons. Then, you do the following:

  1. Make a choice between the two options.
  2. Ask the Magic 8 Ball, "will this work?" Pick up the Magic 8 Ball. Shake and turn it over. It will reveal a positive (check mark), neutral (?) or negative (X) result.
  3. Check the reference card for the result. Discard the card when finished.

This is an opportunity to add your own storytelling to the game. Feel free to rephrase the choice or add your own details to encounters or story elements throughout the game!

Door Tiles

For the beginner game, don't use the door tiles. The pathways are open!

  • There are four sections of the game board with a locked door, preventing entry. They are not spaces.
  • If you land on any of the spots next to the locked door, even if it's from an Encounter Card or token, you may ask Magic 8 Ball once if you can magically unlock the door.
  • If another hero happens to be next to the locked door, both players can ask the Magic 8 Ball this turn.
  • You can only do this before getting your Encounter Card, not after.
  • If the answer is positive, flip the Door Tile over.
  • If Magic 8 Ball gives you a neutral or negative result, the door remains locked. You may choose to stay in that spot next turn and ask again. You would still roll the die, whether you move or not.

4. Move Gadworm the Dragon

  • Move Gadworm the Dragon the number of spaces as shown on your original die roll.
  • Gadworm always moves clockwise on the path. He is not stopped by locked doors. He does not pick up Tokens.
  • If Gadworm's speed has increased, add the number of spaces to his movement. For example, if it says +1, move Gadworm 1 more space each time he moves from a die roll.

Blue Path – or – Yellow Path

If Gadworm comes to a splitting path during his rampage, the color of the number on the die will determine the path he will take.

If Gadworm passes or lands on the same space as one of the heroes, they must:

  1. Move to the Dragon's Lair. If the hero is holding a crystal, it gets dropped where they were captured. You may move out of the lair on your next turn.
  2. Lose one health point by moving the Heart Tile one space to the right. If the Heart Tile is on 0, the game is over and Gadworm won!

Winning

Successfully place all four crystals on towers before running out of health and your team of heroes WINS!

Encounter Cards

These are the results that must be resolved immediately.

  • Go to a Tower. Immediately place your hero on any tower space.
  • Go to the Dragon's Lair. Immediately place your hero on the Dragon's Lair. If Gadworm is also there, you lose a health point.
  • Go to the Giant's House. Immediately place your hero on the Giant's House space. If Gadworm is also there, you lose a health point and move your character to the Dragon's Lair.
  • Go to the Griffin's Nest. Immediately place your hero on the Griffin's Nest space. If Gadworm is also there, you lose a health point and move your character to the Dragon's Lair.
  • Go to the Mermaid's Shore. Immediately place your hero on the Mermaid's Shore space. If Gadworm is also there, you lose a health point and move your character to the Dragon's Lair.
  • Go to the Gnome's Garden. Immediately place your hero on the Gnome's Garden space. If Gadworm is also there, you lose a health point and move your character to the Dragon's Lair.
  • Teleport Another Player to You. You must choose a player and move their hero to the closest unoccupied space next to you. If that space has a token, they may take it. They do not get an Encounter Card.
  • Teleport to Another Player. You must choose a player and move your hero to the closest unoccupied space next to them. If that space has a token, you may take it. You do not get an Encounter Card.
  • Move 2 More Spaces. You MAY move UP TO 2 more spaces. If that space has a token, you may take it. You do not get an Encounter Card.
  • Move 3 More Spaces. You MAY move UP TO 3 more spaces. If that space has a token, you may take it. You do not get an Encounter Card.

Tokens

Treasure and Star Tokens do not need to be used right away. They can be used only once, then they are discarded.

  • A red border means they can be used at any time.
  • A blue border means they can only be used on your turn.

(Each token's border colour is shown only by its printed icon, not in text.)

Treasure Tokens

  • Move 5 More Spaces. You MAY move UP TO 5 more spaces. This can only be added to a die roll.
  • Pick Gadworm's Direction. Change Gadworm's direction on the path from what is shown on the die roll.
  • Freeze Gadworm. Gadworm is frozen and cannot move until the player who used the token starts their next turn.
  • Gain 1 Health Point. Move the Heart Tile one space to the left.

Star Tokens

  • Move 2 More Spaces. You MAY move UP TO 2 more spaces. This can only be added to a die roll.
  • Ask Magic 8 Ball Again. Use to ask Magic 8 Ball the question again. You must accept this answer as final unless you have another token.
  • Shield Friend from Attack. Use to protect another player from Gadworm's attack. This cannot be used to protect the player holding the token. If Gadworm's movement has him stop on that player's space, he moves forward one more space.
  • Invisibility Power. Protect yourself from Gadworm's attack. If Gadworm's movement has him stop on your space, he moves forward one more space.

Reference

Positive ResultNeutral ResultNegative Result
It is decidedly so.Reply hazy, try again.Don't count on it.
Outlook good.Ask again later.My sources say no.
As I see it, yes.
Signs point to yes.
  • Roll Again and Move. Do Not Move Gadworm. Roll the die again and move UP TO the number of spaces shown. Gadworm does not move at all this turn from the die roll or encounter. If that space has a token, you may take it. You do not get an Encounter Card.
  • Take a Treasure Token. Pick up a Treasure Token from the reserve.
  • Gadworm Moves 4 Spaces. Move Gadworm 4 spaces. If it comes to a split path, choose the color from the original die roll.