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Magic ABC Duel

Magic ABC Duel Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Idea
  • Preparation of the Game
  • Hint
  • How to Play
    • Example
    • Important
  • End of the Game
  • Hints
  • Co-operative Variation
    • Hints

Contents

1 witch Allegra (red), 1 magician Smocus (blue), 10 magic word cards, 26 letter cards, 3 blank cards to write on, 4 path cards, 1 target card, set of game instructions

Game Idea

One of the players is witch Allegra and the other is magician Smocus. In order to win this tricky ABC Duel you have to find a magic word as quickly as possible. To do so, you turn over a letter card and a magic word card. Now both players simultaneously search on the busy picture of the magic word card for a term that starts with the letter of the letter card.

Whoever finds a term first and shouts it out wins this round of the magic duel. Then he moves his figure on to the next path card. The player who reaches the magic cauldron first wins the magic duel!

Preparation of the Game

In the center of the table, arrange the four path cards and the target card showing the cauldron. Place the witch Allegra and magician Smocus in front of the first path card. Shuffle the magic word cards and place them in a pile face down. Then shuffle the 26 letter cards and place them in a pile face down, next to the other pile. The three blank cards are not needed at this point and are kept in the box.

Hint

  • In order to make the game easier, before starting to play sort out the more difficult letters such as Z, J, Q, X and K.
  • You can write your favorite letters or the most difficult ones you can think of on the three blank cards to make the game more difficult.

How to Play

The player who has most recently seen a witch or a magician starts the game.

Take the card from the top of the pile of magic word cards and place it in the center of the table so that the other player can see it clearly. Then take the top card from the pile of letter cards and place it face-up next to the magic word card. Now you both search on the magic word card for a term starting with the letter that is face-up.

Example

On this magic word card you could find for example:

  • N …as nightsky
  • H …as Hansel
  • A …as arm
  • V …as vampire
  • E …as ellbow

Important

It is not allowed to give names or surnames to the figures unless they are figures of fairy tales or fables such as Hansel, Gretel, Count Dracula, Zorro …

Has one of you been the first to find a suitable term?

  • Yes! Great! This player quickly shouts it out loud. He has won this round and can move his figure on to the next path card.
  • No! Pity! Nobody wins the round, so nobody can move his figure.

Once the round is finished the magic word card is returned face down to the bottom of the pile of the magic word cards. The letter card is taken out of the game. Now it's the turn of the other player to turn over a card from both piles.

End of the Game

The game ends as soon as one of the figures has reached the target card showing the magic cauldron. The player of this figure is the quickest word acrobat of all times and wins the duel!

Hints

  • In order to increase your searching possibilities you can turn over two magic word cards per round and search on both cards for a suitable term. After five rounds the magic word cards are shuffled again and put in a pile.
  • In order to make the magic duel even more magical you can shout magic spells instead of magic words. The witch Allegra shouts: "Hocus Pocus a … is the magician Smocus." (Fill the gap … with the word you found.) The magician Smocus shouts: "Abracadabra, a … is the witch Allegra." (Fill in the gap … with the word you have found.)

Co-operative Variation

Together against magician Smocus!

This variation is played according to the rules of the basic game except for the following changes:

  • The players are all witch Allegra and try to beat magician Smocus.
  • The players take their turns. The player whose turn it is turns over a magic word card and a letter card and searches on his own.
  • If he finds a suitable magic word, witch Allegra may move on to the next path card.
  • If he does not find a suitable word, magician Smocus moves on to the next path card.
  • The game ends as soon as one of the figures reaches the target card thus winning the magical duel.

Hints

  • In order to have more of a chance against magician Smocus you can help each other.
  • This variation can also be played by one player. He then is witch Allegra and if he finds a word, witch Allegra moves forward. If he doesn't find one, magician Smocus moves on.