Zaubertrank der vier Elemente
Zaubertrank der vier Elemente Rulebook
Table of Contents
Table of Contents
Game materials
- 80 multicolour motif discs (magic objects). One empty motif disc to use as a replacement disc.
- 11 black discs (magic portals)
- 32 power stones (wooden) (16 green, 8 light blue, 8 dark blue)
- 10 cards (4 hypnosis cards, 6 info cards)
- 4 figures (wooden)
- 4 element discs
- 17 mission cards
The element discs and mission cards are extra materials for two game variants (see Game Variants).
Guide to motif discs and scores
The basic colour of the 80 multicolour discs corresponds to one of the four elements: red = fire, blue = water, green = earth, white = air.
The motifs shown on these discs fall into three groups:
- 48 discs with ingredients score 1 point
- 16 discs with kitchen tools score 2 points
- 16 discs with magic tools score 3 points
The 11 black discs count as magic portals without any value.
Preparation
A hexagonal game field is set up with the 80 multicolour and 11 black discs.
(For a clear idea of how to play, it is advisable first to follow these set-up instructions for the game field, and only then to refer to the next section.)
All the multicolour discs are shuffled with the motifs face down. Place 3 black discs next to each other in the middle of the game field. Then, extend this basic row of the hexagon as shown in the sketch. First, set up the middle row.
The multicolour discs are randomly flipped over and placed alongside each other to create a line-up which is different in every game. Above and below the basic row, the game field is now finished using this principle. The positions of the black discs are fixed; and they are the same for every match. See sketch.
The figures are placed randomly on the four black discs, as shown in the sketch marked X.
The power stones are placed alongside the game field.
Each player receives a hypnosis card and an info card ("scores").
The first player is nominated. Play then continues in a clockwise direction.
Play
Magic potion is a collection game based on the four elements. With the help of the figures (each corresponds to one of the four elements) the aim is to capture as many high-scoring discs as possible. The unique factor: nobody keeps an individual figure! Every player takes his turn and decides freely which of the four figures to move. A figure can only ever capture the same colour discs.
To make the rules easy to follow, the example diagrams only show part of the game field.
Move and capture
The current player must move one of the four figures. He moves it to an acceptable target field at any distance and in one of up to six valid directions. No turning is allowed during the move.
An acceptable target field is any disc where at least one neighbouring disc's colour is identical to the colour of the moved figure.
Having reached a target field with the figure, by following the removal rules (see below) the player may remove any neighbouring discs of the same colour from the field and put them face upwards in front of him.
Gaps in the game field may not be passed by the moving figures. Other figures do also block. Black discs may be moved to or passed by during a go.
(Examples: a red figure can move in one of 6 directions; if blocked by a blue figure on one side and a gap on the other, it can only move in 4 directions.)
Removal rules for capturing discs
- Special rule at the start of the game: In the first round of a match, every player is allowed to remove only one single disc.
- It is never allowed to remove a disc with a figure on it.
- It is only allowed to take away discs that are the same colour as the moved figure.
- It is only allowed to remove discs from one group, i.e. only ingredients (1 point), or only kitchen tools (2 points) or only magic tools (3 points).
(Example: The red figure moves. The target field is surrounded by 4 red discs. The player can either remove the 2 ingredients, the mortar, or the crystal ball.)
The following applies:
- It is always allowed to remove ingredients (1 point).
- Before it is allowed to remove higher scoring discs of a colour set, certain conditions must apply. These conditions vary depending on the number of players.
The game is supplied with an info card ("removal rules"). Place it alongside the game field with the relevant side for the number of players (side for 2 players, side for 3 or 4 players).
For 2 players:
- A player can only remove kitchen tools (2 points) of a certain colour provided that he already has 2 ingredients of this colour.
- A player can only remove magic tools (3 points) of a certain colour provided that he already has 3 discs of this colour.
For 3 or 4 players:
- A player can only remove kitchen tools (2 points) of a certain colour provided that he already has 1 ingredient of this colour.
- A player can only remove magic tools (3 points) of a certain colour provided that he already has 2 discs of this colour.
Example: A player has captured 2 red discs. During a duo match, he is now allowed to capture red kitchen tools as well. During a match with 3 or 4 players, he would be allowed to capture both red kitchen- as well as magic tools.
Example: For a game duo, player A has captured 1 blue ingredient. He moves the blue figure. Around the target field are 4 blue discs. The player is only allowed to remove the 2 ingredients. He is not yet allowed to remove the chalice or the ring.
Jump and capture
If a figure can reach a target field by moving, then it must be moved. However, if a figure cannot do this, it may jump to one of the eleven black discs (even jumping over gaps and other figures). The condition is (the same as for moving): at least one disc has to be next to the black disc that the player is allowed to capture by following the rules.
A player is still allowed to jump with a figure, if he can only access discs by moving that he is not yet allowed to remove on the basis of the removal rules. Whether or not a person can jump with a figure can vary from one player to the next. It depends on what the individual player has already captured.
Example: The red figure cannot reach any target field by moving. Therefore, it is allowed to jump to one of the black target fields X or Y.
Example: During a duo match, Player A has now only captured 1 red ingredient. So, he is not allowed to remove the accessible discs 2 and 3. The red figure cannot move and reach any red disc worth 1 point. Player A is allowed to jump with the red figure to the black target field Y.
Value of the power stones
During the match the players can capture power stones for particular sets. The power stones are placed alongside the captured discs and, at the end, are calculated with the overall scores.
Colour sets
- One green power stone is for a set of 4 ingredients with 4 different colours (4 points).
- One light blue power stone is for a set of 4 kitchen tools with 4 different colours (6 points).
- One dark blue power stone is for a set of 4 magic tools with 4 different colours (8 points).
Motif sets
For a set where all four discs have identical motifs (e.g. 4 quills) there is a power stone equivalent to the value of the group which the motif falls into (ingredients = green power stone, kitchen tools = light blue power stone, magic tools = dark blue power stone).
Please note: For the ingredients, a motif set has identical colour discs. For the kitchen- and magic tools, a motif set has 4 different colour discs. These sets always count both as a colour- and as a motif set, i.e. they are worth two power stones.
Separated areas
... by removing a disc
If the removal of a disc leads to one or more separated areas where there are only multicolour discs (no black discs) and no more figures, the current player may take all the discs from these areas. He is also entitled to remove discs, which he is not yet allowed to remove, on the basis of the removal rules.
Example: Player B removes the white disc, so that a separated area of three discs is formed. He can also remove these.
... by jumping out with a figure
A figure can stand alone on a separated area with only one or more multicolour discs (without black discs). If a player jumps out of such a separated area with a figure, as described above, he is allowed to remove all the discs from this area.
Example: Player B, using the red figure, jumps out of the separated area. He is allowed to remove both discs from this area in addition to the red disc he removes.
The hypnosis card
Once during every match, each player has the opportunity to force the preceding player (i.e. seated on his right) to move a particular figure to create an extremely advantageous combination for his turn. To do so, he uses his hypnosis card.
Any player who decides to do this must call aloud directly when the fellow player takes his turn. For example, "I'm playing my hypnosis card and instruct you to move the red figure." The fellow player must carry out the instruction.
If there are several possible target fields for the figure in question, the hypnotized player can decide where to move the figure. The player who requested the move now loses his hypnosis card and places it back on the stack.
It is not allowed to play two hypnosis cards in succession.
Example: Player C goes now. Before he can do so, player A pulls out his hypnosis card and instructs C to make a move with the blue figure. Then, A takes his turn.
Game end
The match ends when the last disc has been captured.
Special case: it is possible for multicolour motif discs to remain in the game field even though no figure can currently be moved. Now, the match also ends. None of the players receives the uncaptured discs.
Scores and winners
- First, the players add together all the points for their captured discs (1, 2 and 3 points).
- Then, the points are calculated for the captured power stones (4, 6 and 8 points).
Please note: A disc can be calculated with the final scores on the basis of its points (1, 2 or 3), and simultaneously its colour- and motif sets.
The individual scores are used to calculate a player's total points.
The winner is the player with the highest number of points.
You can always check on the info card ("scores") how many points are won for the different combinations (1/2/3 points per ingredient/kitchen tool/magic tool disc; 4/6/8 points per green/light blue/dark blue power stone).
Example of a calculated score (shown as a diagram in the rulebook, rows of ingredients, kitchen tools and magic tools with their power stones): disc points 48, power stone points 42 (including 3 x 4 = 12 points for one row and 3 x 8 = 24 points for another), total 90 points.
Game variants for advanced players
Variant 1: The element discs
Preparation. At the start of the match, the four element discs are placed with the reverse sides face upwards alongside the stack of power stones. The reverse sides of the element discs display the "condition".
How to collect an element disc. The first player to capture at least one disc from every group of one element (i.e. at least 1 ingredient, 1 kitchen tool and 1 magic tool of identical colour) takes the relevant element disc and flips it over to the symbol side.
How to use an element disc. Any player who has element discs is allowed to play one of them during his go, instead of moving a figure. In this case, the player may swap any random disc from the field for his element disc. The colour of the removed disc need not match that of the element disc. However, the player can only remove those discs from the field which he is also entitled to collect by following the removal rules.
Example: Player A swaps the blue element disc for the green magic wand.
How to collect an element disc from the field. Once placed in the playing field an element disc can be captured by a figure of the same colour just as other discs. Since an element disc does not belong to any of the three disc groups, it is allowed to remove them with same coloured discs of a group (regardless of which group the other discs fall into). Whoever captures an element disc from the field can re-use it later, as described in the above rules.
Example: Player B moves the blue figure and removes the blue element disc and the blue knife. B is not allowed to remove the blue dew drop too, as it belongs to a different disc group than the knife.
Value of the element discs at the end of the match. If there are only element discs left in the game field, the match ends. Any element discs in a player's possession score zero points.
Variant 2: Mission cards
Preparation. At the start of the game, blind shuffle the cards; each player draws and keeps the cards face down, as follows: one green card (with 4 ingredients), one light blue card (with 1 kitchen tool in 4 colours) and one dark blue card (with 1 magic tool in 4 colours). During the game, the player keeps these mission cards hidden from fellow players.
Scores. Every disc that matches up with the motifs on the personal mission cards is worth 2 points when calculating the final scores (regardless of whether the scores for the disc are calculated in sets).
Example: Player C scores 12 bonus points (6 + 4 + 2), i.e. in addition to the normal scores, for all the discs that match his mission cards.
Both game variants can be combined with each other.