Margot: La fée
Margot: La fée Rulebook
Table of Contents
Table of Contents
The Story
Sneak into the two castles and bring back the stories hidden in the castle. The stories you bring back will bring you victory points, and at the end of the game, the player with the highest victory points will be the winner!
Cards
Castle Cards
Castle cards come in two types: Enemies and Stories. Enemies have a Scratch number located at the top left. Stories have a Story Orb located at the lower left. Some Castle cards have extra effects.
Fairy Cards
These are the friends who can help you explore. The stories needed to rescue that Fairy are in the upper right, the victory points obtained when you rescue the Fairy are in the lower right, and the effects of the Fairy are written at the bottom of the card.
Any Story may be used as a Grey Orb. Scratch marks have a value between 1 and 3.
Set Up
- Each player receives a help card in their colour.
- Place the "Flower Fairy" cards to form a face-up deck. Shuffle the other Fairy cards to make a face-down deck (this is known as the Fairy Deck).
- Each player draws two Fairy cards from the Fairy Deck. Each player then selects one to be their alter ego; the other Fairy is discarded back to the box. When all players have selected a card, place your selected card in front of you face up.
- Each player places his or her Score marker on the victory point board, in the position of the victory points listed on the Fairy card they chose.
- Turn over three Fairy cards from the top of the Fairy Deck. This will form the Fairy Pool.
- Select a First player randomly.
- Shuffle the "Human Castle" and "Witch's Castle". And place them in appropriate spaces face down. Turns in this game are taken in clockwise order.
Set Up Layout
- Played Fairy's: Your played and saved Fairies are placed here. All Fairies are kept face up.
- The Village: The left side of the castle is called "Village". Cards that you turn over in your search are arranged from the left in the Village of the corresponding "Castle".
- Illusion: The space next to both castles is called the Illusion. Certain Fairy cards have the "Fantasy" effect that will add or remove cards to/from the "Illusion".
- Place cards so that their Story orb is visible.
Disabled Cards
Enemies may be disabled. Disabled enemies lose stories, scratches, and all effects until the end of the player's turn. The disabled enemy is placed above the position of the castle to indicate it is disabled.
Turn Structure
On your turn, draw a card from either the Human or Witch's castle and reveal the card. A player can stop at any time and proceed to rescuing Fairies (see Rescue Phase below). If however the amount of scratches in both Villages is equal to or exceeds 5 (not counting disabled cards), you receive a Penalty. Do the following:
- If there is a valid Story in the Village (the one that exceeded 5), select one and disable it.
- All other players earn 1 Victory Point.
- Proceed to "Rescue Fairy's" (see Rescue Phase below).
Flow of the Game
1. Start of Turn
If you have a "Chariot fairy", its AUTO effect activates now.
2. Explore Phase
Declare and execute one of the following actions. Continue to choose actions until you choose "Withdraw" or get a Penalty.
- Explore: Draw a card from any "Castle" and place it in the corresponding Castle's Village.
- Magic Break: Select a "Castles" Village and disable any number of enemies with a scratch icon. May only be used once per turn.
- Withdraw: Exit the Explore Phase and proceed to the Rescue Phase.
- Use a Fairy Power: Some Fairies have effects that you can activate on your turn. Types of Fairy are explained below.
Fairy Power Activations
- Auto: This effect is always active.
- Action: Activate this card, then disable it.
- Story: If you fulfil the requirements on the card, place the Fairy in a Village. This Fairy counts as a Story orb depicted on the left of the card.
- Scratch: If you choose to activate this Fairy, place it in a Village to activate its effect. A Fairy with this effect causes 1 scratch.
3. Rescue Phase
In this phase you can select either a "Flower Fairy" or any Fairy in the "Fairy pool". You may only rescue 1 Fairy per turn.
To rescue a Fairy, you must have revealed the Story orbs required on the chosen Fairy card in any Village. Disable these Story orbs to rescue the Fairy. (Any Story orb can fulfil a grey Story orb requirement.)
If you have fulfilled the Story orb conditions, take the chosen Fairy to your play area and gain the Victory points on the card. If the chosen Fairy was from the Fairy pool, immediately add a new Fairy from the Fairy deck to the Fairy pool. Any remaining Story cards that have not been disabled can be converted into Victory points. The player gains one Victory point for every 2 Story cards that have not been disabled.
4. End of Turn
Return all of your Fairy's to your play area (in the Villages or in the Illusion). Set all Fairy's to active ready for your next turn. Next return all Castle cards to their respective decks and shuffle them. The player to the left should now begin their turn.
Game End
The game ends immediately when one of the following happens:
- At the end of any player's turn, all players have six Fairy cards in their Play Areas (5 rescued Fairy's each).
- All "Flower Fairy's" have been rescued.
- Or any player gains 24 Victory points.
At the end of the game, the player with the most points wins. If there is a tie, all tied players share the victory. If you are playing a solo game, a minimum of 14 Victory points are required to win. Turn over your help card to see your unlocked ending and ranking.
Q&A
Q1. Can I combine Fairy effects? A1. No, you must activate one effect, and then the next as a separate action.
Q2. Can I disable a card I have already disabled? A2. No, the card must be active.
Q3. Can you activate a Story Fairy if you do not meet the requirements? A3. No, you must meet the requirements.
Q4. Can you use a Scratch effect to hit the scratch limit? A4. When you hit the scratch limit you immediately suffer the penalty, but yes.
Q5. Can you explain the "Fairy Tale Sword" in detail? A5. If the "Fairy tale sword" is in the Village and the "Witch of Ridicule" is turned over by the Search action, you place the Witch back on the top of the deck you drew it from without activating its effect. The Fairy tale sword is then disabled. "Vivian's Wand" works the same way with the "Unyielding King".
Q6. The "Witch of Ridicule" was drawn by the effect of another card, can I still use the "Fairy Tale Sword"? A6. Yes.
Q7. Can I use two "Flower Fairy's" to remove a card with two scratches? A7. No, the effect of "Flower Fairy" only works on single scratches and cannot be combined.
Examples
- Fig 1 shows an example of 4 scratches and 1 Story.
- Fig 2 shows an example of 4 scratches and 2 Stories (due to the effect of the Witch of Ridicule).