Wish
Wish Rulebook
Table of Contents
Table of Contents
Components
- 1 x Main Board
- 4 x Player Boards
- 12 x Destiny Cards
- 4 x Aid Cards
- 42 x Wish Cards
- 16 x Caravan Cards
- 12 x Action Markers
- 10 x Potion Tokens
- 10 x Trickery Tokens
- 24 x Wishing Person Meeples
- 1 x Caravan Meeple
- 16 x VP Tokens
- 72 x Crystals
- 4 x Djinn Standees
- 4 x Lock Tokens
- 5 x Wind Blast Tokens
- 1 x Nest Token
- 2 x Fiery Clone Tokens
- 3 x Frostflake Tokens
- 1 x Djinn Wonder
- 1 x Magic Tower
- 1 x Merchant's Tent
- 1 x King's Statue
- 1 x Hidden Cave
- 1 x Talking Tree
- 6 x Monument Base Tokens
- 6 x Monument Badge Tokens
Setup
- Game Board Setup: Start by placing the game board at the center of the table.
- Essential Components: Make sure VP, Trickery, and Potion tokens are easily accessible. Have Monument Bases, Monument meeples, and Crystals within reach.
- Monument Badges Placement: Set up Monument Badges in their designated Area, Djinn Wonder in the Cataracts, Merchants' Tent in the Oasis, Talking Tree in the Forest, King's Statue in the Palace, Magic Tower in the Ruins, Hidden Cave in the Volcano, as shown in the image.
- Wishing Person meeples Placement: Place Wishing Person meeples based on the cloud symbols in each Area. Place a Wishing Person Meeple of the same color as the Wishing Person icons on each cloud.
- Caravan Meeple Placement: Place the Caravan meeple at its starting location in the top-left Area of the main board.
- Wish Deck and Offer: Shuffle the Wish deck and place it face-down close to the main board. Reveal three Wish cards face up on the right side of the deck. These three cards are the Offer.
- Caravan Deck Placement: Keep the Caravan deck nearby for quick access.
Player Setup:
- Djinn Selection: Each player chooses one of the four Djinns, each with its own special advantages. Alternatively, you may assign a Djinn to each player at random.
- Air Djinn: 5 Wind Blast tokens, 3 action markers, 1 white aid card, and 1 white Lock token. Place the Air Djinn Standee on the top left Area of the Board.
- Water Djinn: 3 Frostflake tokens, 3 Action markers, 1 blue aid card, and 1 blue Lock token. Place the Water Djinn Standee on the bottom right Area of the Board.
- Fire Djinn: 2 Fiery Clone tokens, 3 action markers, 1 red aid card, and 1 red Lock token. Place the Fire Djinn Standee on the bottom left Area of the Board.
- Earth Djinn: 1 Nest token, 3 Action markers, 1 green aid card, and 1 green Lock token. Place the Earth Djinn Standee on the top right Area of the Board.
- Each player covers the middle action column of their Player Board with their Lock token.
- Wish Card Draw: Each player draws 4 random Wish cards from the deck.
- Destiny Card Draw: Shuffle the Destiny card deck and deal 2 cards to each player. Each player selects one card to discard face down and another to keep, keeping the latter choice, secret. The discarded Destiny cards will not be used in this game.
- Wish Card Discard: All players, excluding the one with the Water Djinn, select a Wish card to discard on the left of the Wish deck, forming the discard pile.
With your setup complete, you're all set to embark on a journey of wishes and strategy. Enjoy the adventure!
Goal of the Game
Goal of the game
In "Wish," you aim to gather the most Victory Points. Accomplish this by fulfilling Wish cards using amassed Crystals, matching them with Wishing Person meeples of corresponding colors. Construct Monuments with the meeples you collected and fulfill your Destiny card. Navigate this enchanting world with precision, leveraging your mastery of Wish cards, Monuments, and Destiny objectives to claim victory as the most accomplished Djinn.
Crystals
Crystals represent the magical energies that are drawn from the land and empower the Djinns to fulfill the desires of people. There are six types of Crystals in the game, each represented by a distinct color: Ruby (red), Sapphire (blue), Emerald (green), Citrine (yellow), Diamond (white), and Amethyst (purple).
Area Explanation
There are 12 Areas in the main board of Wish. Within each, on the cloud illustration lies all the information needed for that Area. The Area always provides:
- A Manifest ability (blue)
- Two magical Crystals (red)
- The color of the Wishing Person meeples residing in the Area (green)
You can read more about Areas and Manifest abilities on page 20.
Player Board
Player Board & Action Columns
Each player board depicts the Djinn and has several pieces of information on it. On the top left, there is the symbol of the passive ability of each Djinn (1). A full explanation of each passive ability can be found on the aid card of each Djinn and on page 13. In the bottom right of the board, there are four action columns. Three of them are available from the start of the game (2); the central one (3) starts locked, by placing the Lock token (4) on top of it, and unlocks when a player Fulfills their third Wish.
Most action columns have two action symbols on them. To perform an action choose one action symbol from each column and place an action marker on it. You can never place two action markers on the same action column.
So the Water Djinn from the start of the game has the options to:
- Empower or Manifest
- Travel or Fulfill
- Fulfill or Use the Ice Dibs special ability
Once the middle Column is unlocked the Water Djinn has an additional option of the Empower action, allowing him to Empower and Manifest on the same turn or even Empower Twice (from the top and middle column) which is quite an admirable feat! Read more on actions on page 10.
Game End
Ending of the Game
Wish is played in several rounds and each round all players take one turn. The number of rounds of each game is random and you can never be sure how much time you have before the End Game Scoring.
At the start of each round, reveal a card from the Caravan deck. This card indicates the movement of the Caravan meeple across the map and the distance it covers. Once the Caravan reaches the final marked position on the map, designated by an X, the current round becomes the game's final round. Following the conclusion of this round, proceed to resolve the End Game Scoring on page 23. Given the unpredictable nature of the deck's draw, the precise termination of the game remains uncertain, urging players to act swiftly. For further insight into the Caravan's movement, refer to page 18.
2 and 3 Player games
In a 2 or 3-player game, no rules change for any part of the game. Perform the Player Setup steps only for the Djinns that are in play.
First Player and Turn Order
The last person who had a wish fulfilled is the first player. Alternatively, determine the first player randomly and proceed to play in a clockwise order.
Round and Turn Overview
At the start of each round, a Caravan card is drawn and the Caravan possibly moves according to the card immediately. Then, each player takes their turn in order. During their turn, each player may assign up to 3 action markers to action symbols.
After a player performs all their actions, the next player in turn order takes their turn. Once all players have taken their turn the round concludes. The next round begins with the draw of a new Caravan card.
Actions
Actions Explanation
There are five actions in the game: Travel, Empower, Manifest, Fulfill, and a Special action for each Djinn. Each action is explained below:
Travel
Move your Djinn to an adjacent Area. Adjacent is each Area that shares a border with the one you currently are.
Example 1. The player performed the Travel action by placing their action marker on the Travel symbol on their player board, to move from the Volcano to the adjacent Dock Area.
Empower
Gain the two Crystals that are depicted on the cloud of the Area you are in. Place the Crystals on your player board.
Example 2. The player performs the Empower action by placing an action marker on the Empower symbol on their player board, to gain 1 Sapphire and 1 Citrine as indicated on the cloud of the Dock Area.
Manifest
When you perform the Manifest action you can choose one of the following options:
- Use the ability of the Area you are in. Detailed explanations of each ability can be found in the Aid cards and on page 20.
- Trade with the Caravan. If you are in the same Area as the Caravan meeple, you may pay what the Caravan requests to gain what the Caravan offers. At the bottom of each Caravan card, players can see the trade the Caravan offers for the current round.
Example 3. The player performs the Manifest action by placing an action marker on the Manifest symbol on their player board, while they are on the same Area as the Caravan. They spend an Amethyst, an Emerald, and a Diamond to gain 4VP as indicated in the Caravan card.
Fulfill
When you perform the Fulfill action you can choose one of the following options:
-
Play a Wish card. To perform this action, a player needs to pay the Crystal cost specified on the Wish card. Furthermore, they must be in an Area that has a Wishing Person meeple of the same color as the Wish card. Once the Wish card is played, position it beneath your player board and place the corresponding Wishing Person meeple atop the card.
Subsequently, right after playing a Wish card, draw another card from the Offer of Wish cards. Then, unveil a fresh card from the deck and add it to the existing Offer. If the just-played Wish card features an Instant ability, resolve it at this juncture. For further insights into Wish cards, turn to page 18.
Example 4. The player performs the Fulfill action by placing an action marker on the Fulfill symbol and pays 2 Ruby, 1 Diamond, and 1 Sapphire, then places the red Wishing Person meeple on top of the card.
-
Build a Monument. If you are in an Area that has a Monument Badge, you may build a Monument by using the Wishing Person meeples that you have collected by Fulfilling Wishes. Take the Badge in front of your Player Board and place the Monument base in the Area. On the Monument base, place the Wishing Person meeples that are needed for the Monument and the Monument meeple.
Read more on building a Monument on page 22.
Example 5. The player performs the Fulfill action by placing an action marker on the Fulfill symbol and takes the Hidden Cave Badge near their player board. Then places the Hidden Cave base along with Hidden Cave meeple on the Area and places on the base 2 red and 1 yellow Wishing Person meeple.
Special Action
Activate the Special action of the Djinn. Each Djinn has a unique action that is described in the Aid cards and on page 13.
Djinn Abilities
Djinn Asymmetrical Abilities
Each Djinn has different passive abilities and special actions as well as different combinations of actions in each column.
Water Djinn
Ocean's Plenty (passive ability): Maximum hand size of 4 Wish cards. You do not discard a Wish card at the start of the game. You have 4 Wish cards in your hand for the entire game.
Ice Dibs (active ability): Place a Frostflake token on a Wish card in the Offer.
Frostflake token: Whenever a Wish card with a Frostflake token leaves the Offer for any reason, gain 1 Crystal. If more than one Wish card with a Frostflake token leave the Offer, i.e. with the Sandhills manifest ability, you gain 1 Crystal for each one.
If it was drawn by an opponent, gain 2 Crystals instead.
Each Crystal gained must match a Crystal required to Fulfill this Wish.
Example 6. An opponent draws the Wish "To see the world" which has a Frostflake token on it. The Water Djinn player may gain 2 Crystals that are required to play this Wish card and chooses a Citrine and an Amethyst Crystal.
Note. The Water Djinn may gain 2 Citrine Crystals that are depicted in the Wish card but not 2 of Ruby or Amethyst or Sapphire as only one of each is depicted in the card.
Earth Djinn
Providence (passive ability): Whenever you Manifest, after concluding the Manifest action, place 1 Crystal of any color on your Nest token.
Harvest (active ability): Gain all Crystals on your Nest token.
Nest Token: Place the Nest token near the Player board. Crystals on your Nest token cannot be spent, given, or stolen.
Example 7. The player performs a Manifest action in the Volcano Area taking one 1 VP token (1). Then, place one Citrine on their Nest token (2) from their Providence ability. For their next action, the player performs their Harvest ability by placing an action Marker on the Harvest symbol and gains all Crystal from the Nest token on their player board (3).
Fire Djinn
Omnipotent (passive ability): You may Empower, Manifest, or Fulfill from an Area with a Fiery Clone token.
Fiery Clone (active ability): Place or move a Fiery Clone token anywhere on the map.
Fiery Clone token: Whenever you Empower, Manifest, or Fulfill from an Area with a Fiery Clone token, remove the token from that Area.
Example 8. The player performs the Empower Action. They choose to perform the action as if they were in the Volcano Area to gain a Sapphire and a Ruby by discarding a Fiery Clone token from that Area.
Air Djinn
Sky's Blessing (passive ability): You may trade 2 Crystals of any color(s) to gain a Crystal of any other color.
Cloudbearer (active ability): Place or move a Wind Blast token anywhere on the map.
Wind Blast token: Whenever you move into or start your turn in an Area with a Wind Blast token, you may Travel for free. You may do this any number of times each round.
Example 9. The player controlling the Air Djinn performs a Travel action to move from the Mountain Caves Area to the Trade Market Area. Because there is a Wind Blast token there, the player chooses to immediately perform an additional Travel action without spending an action marker to move to the Dock Area. They could not perform any actions between these two movements.
Djinn Symmetrical Abilities
Lock token
When a player Fulfills their third wish, they remove the Lock token from their player board. That reveals an additional column of actions. The player still performs 3 actions each turn, but their options are increased. You can use the unlocked column the same turn you unlocked it if you have remaining actions.
Example 10. When the player Fulfills the Wish card "Kingdom" which is the third Wish they Fulfilled, they remove the Lock token on their player board from the game. They now have one additional option when choosing their turn's action.
Trade
Each Djinn may trade 3 Crystals of any color(s) to gain 1 Crystal of any other color. They can do so during their turn as a free action any number of times. The passive ability "Sky's Blessing" of the Air Djinn allows for a more profitable trade of 2:1.
Example 11. The Water Djinn player needs an Amethyst Crystal but no action they can perform provides one. They choose to trade a Ruby, a Sapphire, and an Emerald to gain an Amethyst.
Cards
Cards Explanation
Wish cards
There are six types of Wish cards. Each type is represented by a symbol and a unique color.
- Love Wishes need a red Wishing Person meeple to be Fulfilled.
- Power Wishes need a blue Wishing Person meeple to be Fulfilled.
- Revenge Wishes need a purple Wishing Person meeple to be Fulfilled.
- Wealth Wishes need a white Wishing Person meeple to be Fulfilled.
- Health Wishes need a green Wishing Person meeple to be Fulfilled.
- Happiness Wishes need a yellow Wishing Person meeple to be Fulfilled.
Wish cards are also divided into two other categories depending on the type of bonus they provide: Instant or Ongoing. Wish cards that provide an Instant bonus are resolved immediately after being played.
Wish cards with an Ongoing bonus provide a steady bonus whenever an event occurs. Each Ongoing Wish card text determines when the bonus is given.
Wish cards have several pieces of information on them which are explained below:
- Name of the Wish card.
- Crystal cost to Fulfill this Wish.
- Victory Points gained when Fulfilled.
- Type of bonus, Instant or Ongoing.
- Type of Wish.
- Ability text of the card.
Note. The game has a maximum hand size of 3 except for the Water Djinn which has 4. All actions of the game that require you to lose a card from your hand, by Fulfilling a Wish card or a Manifest or Wish card ability also instructs you to draw another. So in the whole game, you have the exact number of Wish cards in hand as you started the game with.
Destiny Cards
Two Destiny cards are given at the start of the game to each player; then each player keeps one and discards the other, both of them face down. The Destiny card the player kept, provides a way to gain additional Victory Points, at the end of the game.
Each Destiny card has the following information:
- The title of the Destiny card.
- The text of the Destiny card.
Caravan Cards
A trade caravan traverses the map in each game. Djinns can trade with it to receive crystals or even Victory points and the end of its journey also signals the end of the game.
At the start of each round, draw and reveal a Caravan card; this card is active until a new card is drawn at the beginning of the next round. Each card shows if and how far the Caravan meeple moves on the marked route. The Caravan meeple does not move if no Travel icons are lit up, moves one Area if only one Travel icon is lit, and moves twice if both Travel icons are lit. The movement happens at the start of the round immediately after the card is drawn. The art of the card is also a very clear indication of our little camel's movement! When the Caravan meeple reaches the Dock Area that means that the current round is the last round of the game!
At the bottom of the card, there is also the trade that is offered by the Caravan this round. To trade with the caravan, players must use the Manifest action while in the same Area as the Caravan. The first column shows what the Djinn must give to the Caravan and the second what the Caravan gives back to the Djinn.
The information on the Caravan cards are:
- Movement of the Caravan's meeple this round.
- Request of the Caravan for the trade.
- Caravan's trade offer.
Map Areas
Map Areas and Manifest Abilities
Each Area of the map provides a different set of Crystals to be gained when the Empower action is performed and a different bonus when the Manifest action is performed. An explanation of each Manifest action can be found below and in the Aid cards.
- Dark Temple Area: Draw a Wish card from the discard pile. Discard a Wish card.
- Cataracts: Gain 2 Crystals of any color(s). Each other player gains 1 Crystal of any color.
- Palace Gardens: Draw a Wish card. Discard a Wish card.
- Palace: Look at an opponent's hand. You may swap a Wish card from your hand with one of theirs.
- Forest: Gain 1 Crystal of any color.
- Ruins: Teleport anywhere on the map.
- Oasis: Trade with the Caravan. As if you were in the same Area as the Caravan meeple.
- Sandhills: Discard all cards in the Offer and replace them with 3 cards from the top of the Wish deck. Draw a Wish card. Discard a Wish card.
- Mountain Caves: Gain 1 Potion token. Read more on Potion tokens on page 21.
- Volcano: Gain 1 Victory Point.
- Trade Market: Spend 1 Crystal. Gain 2 Crystals of any other color(s).
- Dock: Gain 1 Trickery token. Read more on Trickery tokens on page 21.
Manifest Abilities
Potion tokens
A Djinn can have any number of Potion tokens. Only one Potion token can be used each turn. A Djinn may use a Potion token during their turn, after they used all their action markers, to perform a fourth action. This action can be on an action column that has already been activated but not an action that was performed by an action marker. You can use only one Potion token per turn.
Example 12. In this example, a Potion token could be used to perform an Empower, Fulfill, or Special action. It could not be used for a Travel or Manifest action as they have an action marker on them.
Trickery tokens
A Djinn can have any number of Trickery tokens. A Trickery token can be spent immediately before the Djinn Fulfills a Wish, to change the color of the Wishing Person meeple in the Djinn's Area. This might greatly help a Djinn Fulfill a Wish they desire without having to search for a specific Wishing Person. After Fulfilling the Wish, the Djinn claims the Wishing Person meeple as normal. The Wishing Person meeple is its original color. The color change happens only for the Fulfill action. You can use only one Trickery token per turn.
Example 13. The player has a Trickery token to spend while performing the Fulfill action. The player spends the Trickery token to change the color of the Wishing Person meeple from red to white, to be able to Fulfill the Wish card "Richest Merchant".
Monuments
Monuments are grand structures that signify the aspirations of Djinns, a testament to their enduring legacy. Djinns depend on their dedicated followers to make these dreams a reality. By fulfilling wishes, followers rally in support of their Djinn leaders. As their numbers swell, the moment arrives for a Djinn to unite their faithful devotees and initiate the construction of a splendid monument.
Monument Badges
The game starts with the six Monument Badges in the Areas where each Monument can be built. The Monument Badges have the following pieces of information:
- Victory Points gained at the end of the game.
- Monument meeple.
- Cost of Wishing Person meeples needed to build the Monument.
Building a Monument
To build a Monument, a Djinn needs to be in an Area with a Monument Badge and have the required Wishing Person meeples obtained from Fulfilling Wish cards. Perform the Fulfill action to take the Monument Badge, replace it with the Monument Base, and place the Monument along with the required Wishing Person meeples on top of it.
Wishing Person meeples on Monuments
Wishing Person meeples that are placed on a Monument Base, remain available for Fulfilling a Wish of that specific Wishing Person color. When a meeple is utilized in this manner, the player who built the Monument gains 1 Victory Point. However, if the player Fulfilling the Wish card is also the one who built the Monument, they do not receive the additional Victory Point.
Game Score
End Game Scoring
When the Caravan reaches the final Area of the game marked with an X that signifies the last round of the game. When all players take their last turn, the End Game Scoring triggers.
During the End Game Scoring, do the following steps for each player:
- Add the Victory Points on each Fulfilled Wish card.
- Add the VP tokens you have accumulated.
- Add the Victory Points you might have from Ongoing Wishes.
- Add the Victory Points from the Badges you have claimed.
- Reveal the Destiny card and gain VP according to the text.
The player with the most Victory Points is the absolute Djinn and winner of the game!
In case of a tie, the winner is the player with the most Monument Badges.
If this is also a tie, the player with the most Crystals is the winner.
If this is also a tie, the winner is the one with the most Wishes Fulfilled.
If this is also a tie, then the players tied share the victory!
Example 15. The Air Djinn player performs the End Game Scoring as follows:
- Adds the VP of the Fulfilled Wish cards: 3+6+5+6+5+2= 27 VP.
- Adds the VP of the VP tokens: 2+2+1=5 VP.
- The Immortality Wish gives an additional VP for every Health Wish you have Fulfilled. Since the player has Fulfilled three Health Wishes, they gain 3 VP.
- The player has claimed the Talking Tree Badge, so they gain another 6 VP.
- The player reveals their Destiny card "Djinning the Moment" which gives 2 VP for every Wish card with an Instant bonus. Since the player has Fulfilled 4 Wishes with Instant abilities, they gain 8VP.
Adding everything together, they accumulate 27+5+3+6+8=49 VP.
Solo Mode
Follow the normal setup with the following changes before performing step 6.
From the Wish deck, separate the following cards: Connections, Steady Income, Sharing, Cure Me, Heal Them, Friendship, Charm, Hatred, Broken Heart, Hurt.
Shuffle those cards to create the Challenge deck.
During this solo mode you will try to fulfill your destiny while trying to overcome the hurdles that occur from the Challenge deck. Instead of step 15, choose one of the following Destiny cards, depending on the difficulty you wish to play:
- Easy: Arcanist.
- Medium: Shaman, Stolen Goods, Open Sesame, Wishmaster.
- Hard: Royalty.
Gameplay Changes
At the start of each turn, after revealing and resolving a Caravan card, reveal the top card from the Challenge deck and resolve the text as if another player has just played it - if the card requires a decision to be made i.e. which Crystal to steal, you make the decision.
At the end of each round, discard the rightmost Wish card of the Offer, slide the remaining two Wish cards one step to the right, and add a new Wish card to the Offer from the top of the deck.
When you use the Palace Manifest ability, you can swap one Wish from your hand with one from the Offer.
Goal of the game
Your goal is to fulfill your Destiny card before the end of the game and amass as many points as you can! (The printed text reads "Desitny".)
Clarifications
If the Challenge deck runs out before the game is over, you do not draw from the Challenge deck for the rest of the game.
When the Hatred card is played from the Challenge deck, you lose one Crystal whenever you Fulfill a Wish in an Area containing the Caravan meeple or any Area adjacent to it. When you play the Soulmates Wish card, you may teleport to the Caravan's Area.
When you play the Forgiveness Wish card, you can spend up to two Crystals to gain 2VP for each.
Clarifications
Wish Cards
- A Child: Whenever you Fulfill a Wish, after resolving everything, you may spend one Crystal to gain a Crystal of any other color.
- Abundance, Inner Peace, Immortality, Sultan, True Love, Efreeti: At the End Game Scoring during step 3 gain VPs equal to the amount of the Wishes of the same type as this Wish, including this Wish.
- Authority: When you Fulfill this Wish, gain 1 Blue crystal for every Power Wish Fulfilled by all players including this Wish.
- Beauty: Gain 1 Crystal of any color.
- Broken Heart: For each opponent choose a crystal they possess. Gain that Crystal.
- Charm: Each opponent choses a Crystal they have. Gain those Crystals.
- Connections, Friendship, Sharing, Cure Me, Steady Income: Gain 2 Crystals of the Wishes' color and choose one opponent to gain 1 Crystal of the same color.
- Eye for an Eye: When you Fulfill a Revenge Wish choose a Crystal an opponent has. Gain that Crystal.
- Fall in Love, Happily Ever After, Make me Younger, More Gold, Wreak Havoc, Glory: Whenever you Fulfill a Wish after everything is resolved, including drawing another Wish from the offer, gain a Crystal. The color of the crystal is depicted on the Wish. Gain the Crystal before resolving Jewelry.
- Forgiveness: Give up to 2 Crystals to one opponent. Gain 2 VP for each Crystal you gave.
- Fresh Start: Discard Any Number of Wish Cards and draw that many cards from the offer. When you draw each card immediately replace it in the offer from the top of the deck.
Destiny Cards
- Arcanist: Gain 6 VP if you built the Magic Tower monument and Fulfilled at least 1 Wealth Wish and 1 Happiness Wish.
- Dark Side: Gain 2 VP for each Revenge, Wealth, or Power Wish you Fulfilled.
- Djinning the Moment: Gain 2 VP for every Instant Wish you Fulfilled.
- Light Side: Gain 2 VP for each Love, Health, or Happiness Wish you Fulfilled.
- Long Term Plans: Gain 2 VP for every Ongoing Wish you Fulfilled.
- Open Sesame: Gain 6 VP if you built the Hidden Cave monument and Fulfilled at least 1 Power Wish.
- Overpowered: Gain 2 VP for every Wish you Fulfilled worth 4 VP or more.
- Royalty: Gain 7 VP if you built the King's Statue monument and Fulfilled at least 1 Health Wish.
- Shaman: Gain 6 VP if you built the Talking Tree monument and Fulfilled at least 1 Love Wish.
- Stolen Goods: Gain 6 VP if you built the Merchants' Tent monument and Fulfilled at least 1 Revenge Wish.
- Underdjinn: Gain 2 VP for every Wish you Fulfilled worth 3 VP or less.
- Wishmaster: Gain 6 VP if you built the Djinn Wonder monument and Fulfilled at least 1 Happiness Wish.