Pixie Time
Pixie Time Rulebook
Table of Contents
Table of Contents
What's Included
6 different action markers:
- Cheering (blue)
- Knocking (green)
- Thumbs up (red)
- Hands up (yellow)
- Finger snapping (purple)
- Clapping (pink)
4x prohibition markers 2x bridge markers 2x castle markers 7x time marker 10x Pixie tiles 4x Pixie guardians (tiles) 1x entrance 3x time turners 3x rune traps 2x doors with Pixies 4x portals 2x hanging bridges 3x stone floor tiles 4x Pixie guardians (pieces) 1x shadow Pixie 35 Pixies in different colors: 9x pink, 5x green, 4x yellow, 5x purple, 6x red, 6x blue 1 sand timer 1 die
A Few Notes Before Your First Game
Pixie Time is played as a campaign of 6 trials, in which you try to catch all the pixies before time runs out. Each trial is divided into an intermediate exam and a final exam, representing the end of your school year at the Magic Academy. As the difficulty increases, you will explore the catacombs of the Magic Academy, encounter new types of pixies, and learn the spells you need to catch them.
Once you have completed all 6 trials of the campaign, you can replay them individually at any time or test your skills in Free Play Mode. Free Play Mode is explained on page 9. For your first games, however, we recommend playing the campaign trials in order.
Are you ready? Then let's begin!
Before You Get Started
Each game of Pixie Time represents a trial, which in turn consists of an intermediate exam and a final exam. During the intermediate exam, you demonstrate your teamwork and spellcasting skills by dealing with pixies you already know. In the final exam, you will then face new pixies and new challenges.
Below, the game setup for the first intermediate exam is explained. All intermediate exams are always prepared in 7 steps.
Note: Starting on page 79, you'll find the setup for each trial. From there on, only the changes to the following steps are explained.
Challenge 1: Mid-Level Challenge
-
Prepare the tiles. Set out the following tiles: (tile layout shown in the illustration)
-
Lay out the catacombs. Place the tiles as shown:
- Place the tiles shown face up according to the illustration.
- Shuffle the remaining tiles face down and place them randomly in the illustrated positions.
-
Reveal the catacombs. Turn all tiles face up.
-
Enter the catacombs. Get the die ready and place the sand timer at the entrance. (Set it up so that no sand is running yet.)
-
Prepare the markers. Place the following markers face up near the catacombs: (markers shown in the illustration)
-
Prepare the Pixies. Take the following pixies and place them on the matching tiles: 9x pink.
Tip box: Pixies have a powerful glow! Even if they have not been in a place for a long time, their aura can still be seen as a bright shimmer.
-
Special Rules. You may only move the sand timer forward, that is, to the right in the catacombs. (Exception: movement through portals and the magic wand.)
Example Game Set Up: the sand timer and die are placed beside the catacombs (illustration).
Let's Get Started
To pass the trial, you must catch all the pixies before time runs out! You can find out how to catch pixies and what effects the tiles have starting on page 9. First, we will explain the general flow of the game.
The sand timer is your shared playing piece. Turn it over. From now on, time is running! The sand timer may only be turned over again on certain tiles.
You take turns clockwise. Who played a prank most recently? You start and roll the die.
- If the die shows a number, move the sand timer forward by that many tiles.
- If the die shows the magic wand, place the sand timer directly onto any other tile.
Note: You can talk things over at any time and give each other tips. Just be quick and keep an eye on the time!
Attention: In Trial 1, you may only move the sand timer forward, that is, to the right.
Normally, the following movement rules apply:
- You may move the sand timer to any neighboring tile.
- You may choose the direction of movement, but you may not change it during your turn.
- You must use all movement points.
Note: Some tiles change the movement rules. All tiles and their effects are explained in detail starting on page 9.
Some tiles affect how you move, while others take effect when you end your turn on them. So always pay attention to the tiles' effects as well.
After that, the next player clockwise takes their turn.
Passing the Mid-Level Challenge
The mid-level challenge ends when:
- ... time runs out.
- Too bad! Unfortunately, you lose together. Simply try the current challenge again and start over with the setup from step 1.
or
- ... you catch all the pixies before time runs out.
- Congratulations! You passed the mid-level challenge!
If you pass the mid-level challenge, continue on to the final challenge. For now, leave the catacombs as they are and follow the setup steps for the chosen final challenge. In most cases, the catacombs are expanded with new tiles, and new challenges await you.
The Final Challenge
Below are the setup steps for the first final challenge. Once again, there are 7 steps that apply in general.
Challenge 1: Final Challenge
-
+ Additional Tiles. Set the following tiles aside for this challenge: (shown in the illustration)
-
+ Expanding the Catacombs. This step explains what to do with the new tiles.
- Set the portal aside for now and shuffle the other 3 tiles face down.
- Place them in a face-down row to the right of the catacombs.
- Place the portal you set aside at the far-right end of the row.
-
Revealing the Catacombs. Turn all tiles face up.
-
Entering the Catacombs. Place the sand timer on the entrance and set the die nearby. (Place the timer so that no sand is running yet.)
-
+ Additional Markers. Turn all face-down markers face up again, and place the following additional markers face up near the catacombs: (shown in the illustration)
-
+ Additional Pixies. Collect the captured Pixies and set aside the following additional Pixies: 5x green.
Now randomly redistribute all pixies onto the corresponding tiles. Pixies of different colors may be placed on the same tile.
Tip: It works best to simply take all the pixies in your hand and let them fall, one by one, onto the corresponding tiles.
- + Special Rules. You may still move the sand timer only forward, that is, to the right through the catacombs!
Example Game Set Up: sand timer and die beside the catacombs (illustration).
When Does the Game End?
Have you caught all the pixies before time runs out?
- Yes? Great! You've passed the challenge and won the game together. You can now continue with the next challenge.
- No? That's too bad! You didn't pass the challenge and have lost the game together. You must repeat the challenge (including the mid-level challenge) and start again from the beginning. Maybe it'll work next time. Practice makes perfect!
Note: Starting on page 79 of the instructions, you'll find the setup steps for each challenge.
Overachiever Mode
Looking for the ultimate challenge? Each time you fail a mid-level or final challenge, start over from the very first challenge.
Chaos Mode
Play the campaign as usual, but do not prepare the pixies or their action markers according to the challenge instructions. Instead, after setting up the catacombs, randomly draw as many pixies as needed from all available pixies and distribute them randomly onto the corresponding tiles. Then find the matching action markers by color and set them aside.
This can result in having to use a wide variety of spells as early as the very first mid-level challenge. Total chaos, indeed!
Free Play Mode
Once you're familiar with the game and have completed the campaign, you can also try this mode for a single stand-alone game, independent of the campaign and without a mid-level challenge:
- Set the following tiles aside for now: the entrance, the sand timer, and 2 portals.
- Shuffle all remaining tiles face down and set aside another 16 of them.
- Return the rest of the tiles to the box.
- Shuffle the 20 set-aside tiles face down and lay them out in a circle.
- Turn all tiles face up.
- Randomly distribute pixies onto the corresponding tiles.
- Then set out the action markers in the matching colors.
- If applicable, place lock markers on door tiles and keep bridge markers ready.
- Place a forbidden marker on each tile with one pixie on it.
- Depending on the difficulty level, set out the following number of sand timer markers: easy: 6–7 / medium: 4–5 / hard: 2–3.
- Set the die nearby and place the sand timer on the entrance.
- Flip the sand timer and start playing! Can you catch all the pixies before time runs out?
Tiles and Markers
The following section explains the tiles and markers used in the game.
Entrance
Place the sand timer on this tile at the start of the game. No special effect.
Stone Floor
No special effect.
Pixie / Pixie Pair / Pixie Trio
At the start of the game, place one, two, or three (random) pixies on this tile, as indicated.
If you end your movement with the sand timer on this tile, you may catch one pixie. If there is more than one pixie on the tile, you may choose which one to catch. Take the pixie from the tile and place it next to the matching action marker of the same color. After that, all other players must carry out the action shown on the action marker. Only then does the next player take their turn and roll the die.
That's right, pixies can't be caught alone. Only by working together can you succeed!
If there are no pixies left on this tile, it has no special effect.
Action Markers
The action markers show how to catch the pixies of the matching color. Whenever you catch a pixie, place it next to the corresponding action marker. All other players must then carry out a specific action. Only after everyone has done so does the next player take their turn and roll the die.
- Clapping (pink): All other players must clap their hands once. Pink pixies are very vain and can easily be distracted by applause.
- Knocking (green): All other players must knock on the table once. Green pixies appreciate good manners, so it's always polite to knock.
- Hands up (yellow): All other players must raise their hands once. Yellow pixies are very trusting. When you approach with your hands raised, they don't expect any harm.
- Snapping (purple): All other players must snap their fingers once. Purple pixies rely mainly on their hearing. That's to our advantage!
- Thumbs up (red): All other players must give you a thumbs-up once. Red pixies are usually very aggressive, but they just can't handle that much positive energy!
- Cheering (blue): All other players must cheer out loud once. Blue pixies love to celebrate and feel very safe in a party atmosphere.
Can't snap your fingers? Then click your tongue or make another sound! After all, we have to distract the pixie somehow...
Portal
The effect of portals can already be used during movement. Each portal is treated as if it were adjacent to every other portal. Moving onto a portal always costs 1 movement point.
So if you move onto a portal, you may continue your movement from any other portal. You may also change direction afterward. However, you may not move directly back onto the portal you just came from.
Examples are shown in the illustration.
Time Reverser
If you end your movement with the sand timer on this tile and you still have time markers available, you may flip the sand timer. In this case, also flip one time marker. That time marker is then no longer available to you for the moment.
Tip: This is a very powerful effect and, if triggered at the right moment, can significantly extend your time for the challenge!
Rune Traps
The effect of rune traps is triggered during movement, not at the end of your move.
A rune trap stops your movement immediately. So if you move the sand timer onto a rune trap, you must stop there and lose any remaining movement points.
Door with Pixie
At the start of the game, always place one random pixie and a lock marker on this tile. If you move onto a door with a pixie and a lock marker and still have movement points left, you must move back the same number of spaces. You may not pass through the door. Only if your movement ends on this tile do you remove the lock marker and catch the pixie. From then on, the door is open and the tile has no further effect.
Pixie Guardian
At the start of the game, always place a pixie guardian on this tile. Pixie guardians can only be caught after all other pixies have been caught. To catch a pixie guardian, you may choose any action, but everyone must perform the same action. Then set the captured pixie guardian aside.
If you end your movement with the sand timer on this tile and you have not yet caught all other pixies, nothing happens.
Hanging Bridge
At the start of the game, set out the required number of bridge markers.
As soon as you move across the hanging bridge, place a bridge marker on the hanging bridge. If you move across the hanging bridge again, remove both the hanging bridge and the bridge marker and set them aside. This breaks the connection, and you must use portals to get to the other side.
Important: You do not have to place a bridge marker on the hanging bridge if your movement ends on the hanging bridge. Slow and steady, with care and caution.
Forbidden Markers
If forbidden markers are used:
At the start of the game, after laying out the catacombs, place a forbidden marker on each pixie tile that has one pixie on it.
Effect of the Forbidden Markers: If you roll the magic wand on the die (no matter where you are), you may not move, and the next player immediately takes their turn.
Only after you have caught all pixies with forbidden markers may you use the magic wand again.
Trial Setups
Each trial below lists only the changes to the seven general setup steps. Layouts shown as illustrations are not reproduced in text; the printed counts and instructions are.
Challenge 1
Mid-Level Challenge: Use the general setup above (steps 1–7). Step 6: 9x pink. Step 7: move the sand timer only forward, that is, to the right through the catacombs (exception: movement through portals and the magic wand).
Final Challenge: Use the general final challenge setup above. Step 6: 5x green. Step 7: you may still move the sand timer only forward, that is, to the right through the catacombs.
Challenge 2
Mid-Level Challenge
- Step 1: Set out the tiles shown in the illustration.
- Step 2: Lay out the catacombs as a ring of tiles around the entrance (illustration).
- Step 5: Place the markers shown in the illustration face up near the catacombs.
- Step 6: 4x pink, 4x green.
- Step 7: Read the rules for the rune traps.
Final Challenge
- Step 1: Add the tile shown in the illustration (+ tiles).
- Step 2: Add the 2 tiles to the circle, one to the left and one to the right of the entrance.
- Step 5: Add the markers shown in the illustration.
- Step 6: 4x yellow.
- Step 7: As in the mid-level challenge.
Challenge 3
Mid-Level Challenge
- Step 1: Set out the tiles shown in the illustration.
- Step 2: Lay out the catacombs as a ring of tiles around the entrance (illustration).
- Step 5: Place the markers shown in the illustration face up near the catacombs.
- Step 6: 3x pink, 3x green, 4x yellow.
- Step 7: Read the rules for the prohibition markers.
Final Challenge
- Step 1: Add the tiles shown in the illustration (+ tiles).
- Step 2: Add the 2 tiles to the circle, one to the left and one to the right of the entrance.
- Step 5: Add the marker shown in the illustration.
- Step 6: 4x purple.
- Step 7: As in the mid-level challenge.
Challenge 4
Mid-Level Challenge
- Step 1: Set out the tiles shown in the illustration.
- Step 2: Lay out the catacombs as a ring of tiles around the entrance (illustration).
- Step 5: Place the markers shown in the illustration face up near the catacombs.
- Step 6: 3x pink, 3x green, 4x yellow, 4x purple.
- Step 7: Read the rules for the new "Door with Pixie" tiles.
Final Challenge
- Step 1: Add the tile shown in the illustration (+ tiles).
- Step 2: Add the 2 tiles to the circle, one to the left and one to the right of the entrance.
- Step 5: Add the markers shown in the illustration.
- Step 6: 6x red.
- Step 7: As in the mid-level challenge.
Challenge 5
Mid-Level Challenge
- Step 1: Set out the tiles shown in the illustration.
- Step 2: Lay out the catacombs as a ring of tiles (illustration).
- Step 5: Place the markers shown in the illustration face up near the catacombs.
- Step 6: 2x pink, 2x green, 2x yellow, 2x red, 3x purple, 3x grey-white (the grey-white icon's colour is not named in the text).
- Step 7: Read the rules for the Pixie Guardians.
Final Challenge
- Step 1: Add the tiles shown in the illustration (+ tiles).
- Step 2: Add the 3 new tiles into the circle at any positions.
- Step 5: Add the markers shown in the illustration.
- Step 6: 6x blue, 1x grey-white (the grey-white icon's colour is not named in the text).
- Step 7: As in the mid-level challenge.
Challenge 6
Mid-Level Challenge
- Step 1: Set out the tiles shown in the illustration, in two groups labelled "1." and "2.", plus the hanging bridge tiles shown.
- Step 2: Lay out the catacombs in the two arrangements labelled "1." and "2.", with the hanging bridges in the middle (illustration).
- Step 5: Place the markers shown in the illustration face up near the catacombs.
- Step 6: 2x pink, 2x green, 2x yellow, 3x red, 2x purple, 3x blue.
- Step 7: Read the rules for hanging bridges.
Final Challenge
- Step 1: Add the tiles shown in the illustration (+ tiles).
- Step 2: Add the tiles shown in the illustration (+ tiles).
- Step 5: Add the markers shown in the illustration.
- Step 6: Add the pixies shown in the illustration.
- Step 7: Place the Shadow Pixie on the entrance. Whenever you roll the magic wand on the die, you must decide: Either place the hourglass on the entrance to the Shadow Pixie or leave the hourglass where it is. In that case, you must carry out all actions for which there are still corresponding pixies in the catacombs.
Tip: During the game, turn over all action markers whose pixies have already been caught. This makes it easier to keep track and to carry out the required actions on the remaining face-up markers from left to right.
Example: You roll the magic wand and decide to leave the hourglass where it is. The following pixies have not yet been caught: 2 green pixies, 2 purple pixies, and 1 blue pixie. You must therefore carry out the following actions: knocking, snapping, and cheering. After that, it is the next player's turn.
The Shadow Pixie cannot be caught. As soon as you have caught all the other pixies, the Shadow Pixie disappears back into the shadows, and you have won the campaign!