A tactical collection game for 2–4 player, 10 years and up duration

René Puttin and Steffen Mühlhäuser
A tactical collection game
for 2–4 player, 10 years and up
duration: 30 min
© 2016 by R
ené Puttin and
Steffen Mühlhäuser
© 2016 by Steffen-Spiele
Zum Spielplatz 2
56288 Krastel
Graphical concept: Steffen Mühlhäuser
Illustrations, cover: Benjamin König
Layout: Christof Tisch
Calligraphie: Thomas Hoyer
Co-Editing: Heike Berg, Ingrid Faber, Christof Tisch
English translation: Suzanne Kirkbright
Game Material: Fa. Weiß / Ludofact
Production: Ludofact
Made in Germany
René Puttin und Steffen Mühlhäuser
Ein taktisches Sammelspiel
für 2–4 Personen ab 10 Jahren
Spieldauer ca. 30 min
English rules page 12
Game materials
• 80 multicolour motif discs (magic objects)*
*One empty motif disc to use as a
replacement disc.
• 11 black discs (magic portals)
• 4 element discs
extra materials for
two game variants
(see pages 10 and 11)
• 17 mission cards
Guide to motif discs and scores
The basic colour of 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
16 discs with kitchen tools score
16 discs with magic tools score
• 4 figures (wooden)
• 10 cards (4 hypnosis cards, 6 info cards)
• 32 power stones (wooden) (16 green, 8 light blue, 8 dark blue)
1 point
2 points
3 points
The 11 black discs count as magic portals without any value.
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 below.
First, set up the middle row.
The grey discs stand for
motif-images face upwards.
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 (right).
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.
basic row
Each player receives
a hypnosis card
and an info card
The first player is nominated.
Play then continues in a clockwise direction.
Game field set-up
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.
Example: The red
figure can move in
one of 6 directions.
Example: The red
figure can only
move in one of
4 directions.
On the left, the
blue figure creates
a block; and on the
right, there is a gap.
Gaps in the game field may not be passed by the moving
Other figures do also block.
Black discs may be moved to or passed by during a go.
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
• 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 for removal of
discs from a group:
The red figure moves. The
target field is surrounded by
4 red discs. The player can
either remove the 2 ingredients 1 , the mortar 2 or the
crystal ball 3 .
The following applies:
• It is always allowed to remove ingredients (1 point).
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.
• 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:
Side for 2 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.
or 4 players
For 3
• 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 1 . He is not yet
allowed to remove the chalice 2 or the ring 3 .
Jump and capture
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 .
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.
Side for 3 or 4 players
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 .
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.
• 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).
Example: Colour
set of ingredients
Example: Colour
set of kitchen
Example: Colour
set of magic tools
• 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
Example: Motif
set with ingredients
Example: Motif
set with kitchen
Example: Motif
set with magic
Separated areas …
* Counts both as colourand motif set
… 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.
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.
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.
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)
You can always check on the info
card (“scores”) how many points
are won
for the
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.
2 colour sets
4 points
3 points
3 points
2 points
1 motif set
(3 x 4 =) 12 points
of a calculated
1 colour set
4 points
2 points
2 points
4 points
6 points
2 colour sets
6 points
6 points
6 points
6 points
(3 x 8 =) 24 points
48 points
1 motif set
42 points
90 points
GAME VARIANTS for advanced players
Variants 1: The element discs
At the start of the match, the four element discs are placed with
the reverse sides face upwards alongside the stack of power
Reverse sides of 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- and 1 magic tool
of identical colour) takes the relevant element disc and flips it over
to the symbol side.
Front sides of element discs with symbol
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.
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.
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.
Example: Player A swaps the blue element disc
for the green magic wand.
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.
Variants 2: Mission cards
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.
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).
Both game versions can be combined with each other.
6 points
4 points
2 points
Example: Player C scores 12 bonus points, i.e. in addition to the normal
scores, for all the discs that match his mission cards.
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