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Realm of Wonder

Realm of Wonder Rulebook

Table of Contents

Table of Contents

  • Contents
  • A. The Object of the Game
  • B. Preparations
  • C. How to Play
    • 1) Magic Point Payoff
      • Extra Magic Points
    • 2) Playing Movement Cards
      • Special Movement Cards
    • 3) Casting Spells
    • 4) Moving
  • D. The Game Board
    • Castle Island (the innermost Game Board Disc)
  • E. Forts
  • F. Battle
  • G. The End of the Game
  • H. Special Abilities of the Game Characters
  • I. Magic Cards
  • J. Tower Tiles
    • Tiles removed immediately after revealing and using them
    • Tiles placed on the player's character card after revealing
      • Bonus Discs
    • Monsters

Contents

3-part Game Board, 6 Game Characters, 6 Character Cards, 6 Special Ability Discs, 6 Turn Markers and 6 Scoring Counters (1 for each Game Character), 50 Movement Cards, 55 Magic Cards, 5 Quest Cards, Battle Die (+ stickers), Board Spinning Die (+ stickers), 60 wooden Fort Discs (10 x 6 of each colour), 6 Houses (1 x 6 colours), 36 Tower Tiles (+ 4 empty spare tiles), 50 Magic Point Discs (+ 4 empty spare tiles), 6 Bonus Tiles, 6 Victory Discs, Story Book.

A. The Object of the Game

The object of the game is to be the first to accomplish the Quest given by the King and go to the King's castle, or to dethrone the King by beating three monsters in battle or by collecting three magic orbs.

B. Preparations

Before the first game, remove the cardboard pieces from their frames, and attach the battle stickers to one of the dice, and the board spinning stickers to the other one.

  1. Assemble the game board on the table. The three Game Board Discs are placed inside one another.
  2. Shuffle the Tower Tiles and set them on the game board, face down, on the tower illustrations on the board.
  3. Separate Movement Cards, Magic Cards and Quest Cards. Shuffle the Movement Cards and Magic Cards into separate piles and place them in the corners of the game board. Shuffle the Quest Cards and choose one randomly. This is the Quest set by the King that the players try to complete. Place the card in the free corner of the game board.
  4. Select the position of the two inner Game Board Discs randomly by rolling the Board Spinning Die and align the Whirlpool (hole in the game board) with the path from the region that the die indicates. Always refer to the path on the outer Game Board Disc when moving the inner Game Board Discs. Roll the die for both discs.
  5. Players are randomly assigned game characters (a) along with their Character Cards (b), houses (c), Fort Discs (d), turn markers and scoring counters (e), and Special Ability Discs (f). Extra parts are set aside.
  6. Players place their game characters and their houses on the game board, onto the Magic Well that's in the same space as their house (you can recognise the houses on the illustrations behind the game characters in their Character Cards). Place the Special Ability Discs on the Character Cards character side down and skill side up.
  7. Each player places their scoring counter on the character card and sets it to 3.
  8. Every player is dealt 10 points worth of magic point discs, 3 Movement Cards and 3 Magic Cards. Do not show your cards to other players.

Read out the selected Quest for this game from the Story Book. A player who completes the quest receives a Victory Disc. The first player who takes the Victory Disc or three defeated monsters or any three Magic Orbs to the King's Castle wins the game.

C. How to Play

Each round of the game is divided into four steps: 1. Magic point payoff, 2. Playing movement cards, 3. Casting spells and 4. Moving. These steps are always played in the same order.

1) Magic Point Payoff

Note! Skip this step during the first round!

Players use Magic Points (MP) to e.g. buy Magic Cards, turn the Game Board Discs, fortify Magic Wells and buy more Movement Points.

In the beginning of a round, all players receive magic points accordingly:

  • +3 MP for your House
  • +1 MP / fortified Magic Well
  • +1 MP / Magic Orb in your possession
  • -1 MP / Cursed Magic Orb in your possession
  • + possible extra magic points (see below)

You should monitor changes in your magic point payoff during the game and move your scoring counter when necessary. In the beginning of the game, everyone sets their counter to 3, because a house yields 3 magic points.

Extra Magic Points

A player whose home region's path on the outer Game Board Disc is in line with the Whirlpool on either one of the inner Game Board Discs gets extra points. The Whirlpool on the middle disc produces 1 MP and the Whirlpool in the innermost disc produces 1 MP as well.

Note! During the first round, you can't get extra points.

2) Playing Movement Cards

In the beginning of the game, each player is dealt three Movement Cards. After that, each player gets one Movement Card in the beginning of each new round. Everyone plays one of their three Movement Cards simultaneously.

The small number on the card indicates speed: the player with the highest number will move first and the player with the lowest number last. Set the turn markers onto the corner of the game board, on the turn counter designed for them. The slowest player's marker is set closest to the magical end of the grid and the fastest at the opposite end.

The number on the right side of the shoe on the card indicates how many movement points the player has.

Special Movement Cards

The following actions take place immediately when the cards are played:

  • Return your used Special Ability Disc onto the Character Card skill side up.
  • Draw a Magic Card from the deck.
  • Roll the Board Spinning Die and spin one of the Whirlpools in line with the path indicated by the die.
  • You receive five Magic Points.

3) Casting Spells

The player who played the slowest Movement Card is the first to cast spells. They can use all the Magic Cards they want. The next slowest player is next in turn, and so on, until everyone has cast their spells.

Magic Cards: See chapter I. You don't have to pay to use Magic Cards. All Magic Cards are one-use only and they are removed from the game after using.

The muscle symbol in some of the cards will give you one extra Battle Point. These muscle cards are used either in battle or to cast a spell. See chapter F.

4) Moving

Players move in the order assigned by the Movement Cards they played, using at most the number of points indicated on the card, plus possible Extra Movement Points. The player with the highest speed value starts. During your turn, you can move through several spaces and perform the actions in them.

Players use Movement Points for moving on the game board. It costs 1 Movement Point to move to an easy space (indicated by arrow 1 in the picture) and 2 points to move to a difficult space (marked with white, striped frames, indicated by arrow 2 in the picture).

Extra Movement Points: Players can buy 1 Extra Movement Point per turn for 3 Magic Points. You can only buy and use one Extra Movement Point during your turn.

Normally, you cannot move through a wall or over water.

If a game character moves into the same space as another character, a battle ensues (see chapter F).

D. The Game Board

The game board is divided into 6 different regions that differ from each other in appearance. Further, the game board is divided into three separate Game Board Discs. The regions lie on the two outer Game Board Discs, and the King's Castle on the innermost disc, the Castle Island. Paths are moved throughout the game by spinning the middle and innermost discs, which hold Whirlpools for this use (holes in the board).

House: The houses of the different characters stand in different regions on the game board. A picture of your character's house can be seen on your Character Card behind your character. Place your house token on the Magic Well in your house space on the game board. The house is a fort that cannot be moved or destroyed by magic and cannot be conquered by other players. You can only go past other players' houses if you use a Hot Air Balloon (see chapter I).

Tower: See chapter J. When in the tower space a player can reveal a Tower Tile by paying 1 Magic Point. When revealing a tile the player gets to use it, except if the tile is a Monster Tile, in which case the player has to battle the monster (see chapter F).

Magic Well: You can buy one Magic Card per turn from a Magic Well that is free or houses your own Fort. Only one Magic Card can be bought each turn. One Magic Card costs 3 Magic Points. A player will control a Well that they build a Fort upon (see chapter E). A fortified Magic Well produces 1 Magic Point for the player at the beginning of each round.

Rune Stone: By paying 1 Magic Point in a Rune Stone space players can spin a Game Board Disc randomly. Choose either of the possible Game Board Discs, roll the Board Spinning Die, and rotate the Whirlpool of the Game Board Disc you chose to line up with the outer disc path indicated by the die. By paying 3 magic points the player can spin the Whirlpool of either disc to line up with the outer disc path of their choice. Remember to change the scoring counters of the players when a Whirlpool moves (see chapter C1)!

Magic Vortex: In a Magic Vortex space a player can move to the next Magic Vortex on the same Game Board Disc in either direction. A Vortex journey costs 3 Magic Points. Several Vortex journeys can be made during a single turn. Vortex journeys don't use any Movement Points.

Wall: You can only move over the walls on the game board using a Hot Air Balloon Magic Card (see chapter I). The Golem is an exception, since he can move through walls using his special ability (see chapter H).

Castle Island (the innermost Game Board Disc)

  • A player who starts their turn on the Castle Island gets no Magic Points in the beginning of the round.
  • The Counter Spell is the only magic spell that can be used on Castle Island. Magic Card Muscles can still be used in battle.
  • The Hot Air Balloon cannot be used to move onto Castle Island. You have to leave the Balloon behind when you step off the middle disc and give away the used card, but remaining Movement Points can still be used normally.
  • The characters' special abilities cannot be used on Castle Island, and their effect wears off when stepping onto the island.
  • The King's Castle can only be entered if you carry a Victory Disc or 3 Monster Tiles or 3 Magic Orbs.

E. Forts

Building a Fort costs 3 Magic Points/Fort Disc. Each player has 10 Fort Discs to use.

Players can build Forts of 1-3 Fort Discs on Magic Wells when standing in a Well space. With the Transfer spell even higher Forts can be built. One or several Fort Discs remain in the space to signify the fort, and at the beginning of each round each Fort produces 1 magic point for its owner.

A Fort consisting of at least 3 Discs is called a Stronghold. A player can choose to return to their Stronghold instead of their house when losing a battle (see chapter G).

Other players can step into a space with another player's Fort only by conquering the Fort for themselves. Conquering is done by building a Fort which is higher than the original. A number of discs equal to the difference in size remains in the space; for example, if the space held a 3-disc Fort, and the conqueror builds a 4-disc Fort, only 1 disc from the conqueror is placed on the Magic Well. Remaining discs are returned to players.

You can move past a Fort using a Hot Air Balloon.

F. Battle

When two players, or a player and a monster, are in the same space a battle ensues. The player in turn is always the attacker.

The battle takes place by rolling the battle die. The Muscle symbols on played Magic Cards and on Bonus Discs as well as active Knights affect the result. Each played Muscle Card (Magic Card with Muscle symbol) adds 1 Battle Point to the player's Battle Die result. Used Magic Cards are removed from the game after the battle.

Note! If the player rolls the purple number 2 (picture), the player gets to roll the Battle Die again and add the results together. This can happen many times during a single battle if the player happens to roll several purple number 2's in a row.

This is how the battle commences:

  1. The attacker plays as many Muscle Cards as they want to.
  2. The defender plays as many Muscle Cards as they want to.
  3. The attacker rolls the Battle Die.
  4. The defender rolls the Battle Die.
  5. Possible additional points are added to the results. Additional points can come from Muscle Cards, possible Bonus Discs and Knights. Monsters receive additional points according to their classification (see chapter J for battling monsters).

The player with the most Battle Points wins.

The player who won can steal any Tower Tile from the player who lost. Alternatively the winner can give a Cursed Magic Orb from their own possession to the losing player.

When beating a monster the player gets the monster's treasure as well as the Monster Tile itself (see chapter J). The turn of the player who lost ends and they have to move their character to their house or to any stronghold of their own (see chapter E).

In the case of a tie the attacker retreats one space backwards to the space they attacked from, and their turn is over.

G. The End of the Game

When a player completes the Quest given by the King they receive a Victory Disc. The player does not lose the disc even if their achievements change. The game ends when a player steps into the King's Castle carrying a Victory Disc. This player wins.

Alternatively, the game can also be won without a Victory Disc, if the player is carrying 3 Monster Tiles, or any 3 Magic Orbs when stepping into the King's Castle.

H. Special Abilities of the Game Characters

During their turn players can choose to use their special ability if the special ability disc is ability-side up on their character card. After it has been used, the special ability disc is placed next to the character card, ability-side down and face-side up. You don't have to pay to use the ability, but normally you can only use it once.

  • Wizard / Magic Wand: All the magic wells in your possession immediately produce one extra Magic Point.
  • Golem / Fist: During one round, you can move through walls. Moving from one space to the next costs the usual Movement Points.
  • Troll / Vulture: During one round, you can move in all spaces for 1 Movement Point, but only inside one region.
  • Yeti / Frozen Rune Stone: You can spin one of the Whirlpools on the Game Board Discs in line with the path on the Ice region's outer disc.
  • Gnome / Catapult: You can catapult yourself to one of the Magic Vortexes on the outer Game Board Disc.
  • Cyclops / Diving Helmet: You can dive from one coastal space to another easy (1 point) coastal space of the same region within the same Game Board Disc.

I. Magic Cards

You can only use Magic Cards once. Used cards are removed from the game.

  • Cannon – Remove one Fort Disc from the game board. Return any removed discs to the player.
  • Lightning – The player adds 50 points to the Speed Value of their own Movement Card for this round. This immediately moves the player last in the spell-casting order and first in the movement order. Because of this the player will use any remaining Magic Cards after the other players.
  • +3 Movement Points – Add 3 Movement Points to yourself or another player of your choice.
  • -3 Movement Points – Subtract 3 Movement Points from the chosen player.
  • Hot Air Balloon – This round all spaces cost you 1 Movement Point each. You can also travel over Houses, Forts, Monsters, other players and walls.
  • Rune Stone – You can spin the Whirlpool of either Game Board Disc to the path of your choice. Remember to change the players' scoring counters accordingly when a Whirlpool moves.
  • Transfer – On the game board you can move one Fort Disc of your choice to another free Magic Well, or to another Fort of the same colour.
  • Wish – You can take one Tower Tile of your choice from another player.
  • Submarine – You can move from any coastal space to another easy (1 point) coastal space within the same Game Board Disc. This journey takes place right away, during spell-casting.
  • Counter Spell – You can block a spell cast by another player (any magic card they played). Any player can use the Counter Spell card anytime during spell-casting.

The muscle symbols on some Magic Cards are used to battle other players and monsters.

J. Tower Tiles

The Tower Tiles are placed face down on the game board before the game begins. A player can reveal a Tower Tile by paying one Magic Point, if their character is in the same space with such a tile. Different tiles are used in different ways, which are explained below.

Tiles removed immediately after revealing and using them

  • Draw a Magic Card. You can hold any number of Magic Cards in your hand.
  • Magic chest. Draw as many Magic Cards as there are players. Secretly choose one of them and give the rest of the cards clockwise to the next player, who also chooses one and so forth until all players have received a card.

Tiles placed on the player's character card after revealing

  • 3 x Magic Orb. One Magic Orb increases your Magic Point payoff by 1 point. By collecting any three Magic Orbs you can win the game.
  • 2 x Cursed Magic Orb. One Cursed Orb decreases your Magic Point payoff by 1 point. The only way to get rid of a Cursed Magic Orb is to beat another player in battle. The winner can give a Cursed Magic Orb from their own possession to the losing player. By collecting any three Magic Orbs you can win the game.
  • Teleport. You can move from your own Magic Well or any other free Magic Well to any Magic Well of yours, or any other free Magic Well. The use of a teleport ends your turn and the tile is removed from the game.
  • Knight. With the knight on your character card you get +2 points to your next Battle Roll. After it has been used the knight is removed from the game.
  • Magic Potion. By drinking a Magic Potion in a Rune Stone space the player earns a permanent Bonus Disc. In this case you choose whether you want a Movement Bonus (winged shoe) or a Battle Bonus (muscle) and place the Bonus Disc on your Character Card in the space reserved for it with the side you chose facing up. The Disc cannot be turned over during the game. The Magic Potion is removed from the game after use.

Bonus Discs

  • Movement Bonus gives the player 1 extra Movement Point each round.
  • Battle Bonus gives the player 1 extra Battle Point in each battle.

Monsters

The following Tower Tiles are Monsters against which the player must battle immediately after revealing them:

  • The Eye Monster gets 1 additional Battle Point to its Battle Roll. Its treasure is one Magic Card.
  • The Vampire gets 2 additional Battle Points to its Battle Roll. Its treasure is a Bonus Disc.
  • The Dragon gets 3 additional Battle Points to its Battle Roll. Its treasure is a Magic Card and a Bonus Disc.

You have to battle the Monster immediately when the Tower Tile has been revealed, or when you step into a space where the Monster is located. The player in turn is the attacker and the monster is the defender (see chapter F).

The player to the right of the player in turn rolls the die instead of the Monster. No Muscle Cards can be played for the Monster.

The Monster Tile stays on the Game Board, until somebody beats it. The winner gets the Monster's treasure and places the Monster Tile on their Character Card. The game can be won by collecting three Monster Tiles.