ENGLISH
ENGLISH
Checkin
the witch:
he other pla
ers check
our choice. The
li
t the tumbler and move Witch Clums
as
any squares as dots shown on the die. Then they turn over the cauldron tile where
Witch Clumsy is now standing. The backside of the tile shows the missing ingredient
ou were ri
ht and chose the correct in
redient
ou receive a potion as
our reward.
e cau
ron ti
e is turne
over a
ain an
t
e in
re
ient ti
e returne
to its p
ace. It’s
now the turn of the next player
End of the Game
he
ame ends as soon each pla
er has had
our turns. The pla
er who has collected the
ost potions wins the
ame. In the case o
a draw there are various winners.
The Fex effect
t fi rst the players only play with Witch Clumsy. Later the other dice and magician
ex come into play and, depending on the dice, the players have to think who moves
n which wa
. Each fi
ure moves differentl
(for example forwards or backwards) and
ooks in di
erent directions (
or example in the cauldron in
ront o
or behind the
ure) for the missin
or twin in
redient in a cauldron. B
means of this Fex effect,
with only one “throw” the rules can be turned on their head.
hoose the dice with which you want to play. The more dice you choose the more
diffi cult the game becomes. Decide if you want to play only with Witch Clumsy or if you
lso want to incorporate ma
ician Fex. That variation thou
h is onl
recommended for
ex experts.
a) The purple die
he purple die indicates how many squares a
fi gure is moved
b) The green die
he
reen die shows the direction that Witch
lums
moves (clockwise/ anti-clockwise). I
Witch Clumsy faces the opposite direction than
where she is headed, you have to turn her around
e
ore movin
her. She alwa
s moves
acin
rw
r
Preparation
Place the
ame board in the center of the table. Randoml
distribute the 10 cauldron
iles, with the ingredients face-up on the cauldrons as shown on the game board. Place
Witch Clums
on an
square in
ront o
a cauldron. It is important that she
aces
l
kwi
.
P
ace t
e 10 in
re
ient ti
es aroun
t
e
ame
oar
. Get t
e s
a
er, t
e purp
e
ie an
he potions ready. Magician Fex and the other dice are kept in the game box, as they will
n
l
r f
r
iff
r
n
v
ri
i
n
How to Play
Pla
in a clockwise direction. Whoever can pronounce the funniest ma
ic spell ma
start.
You have to try to help Witch Clumsy fi nd the last missing ingredient for the potion
The nei
hbor on
our left shakes the tumbler, places it down on the
ame board and
hen li
ts up the tumbler. Now
ou have to tr
and remember the number o
dots shown
–
ut
e quic
,
ou
on’t
ave muc
time
While
ou memorize the number o
dots the other pla
ers pronounce the ma
ic
witches’ s
ell:
1, 2, 3, 4, 5, 6 – Fex
Seems as if the witch is vexed
But what is missing from her brew?
Count the dots, the die will tell you.
After the spell, the die is immediatel
hidden. Now
ou have to fi nd the missin
in
re-
dient. The number of dots on the die, now hidden, gives you the crucial hint.
Mentall
move Clums
Witch clockwise as man
squares as dots were shown on the
purple die.
In front of which cauldron would Witch Clumsy stand
Have a
ood look at the cauldron. There are nine di
erent in
redients swimmin
on the
sur
ace. But there are 10 in
redients in the
ame. Fi
ure out which in
redient is missin
nd take the correspondin
in
redient tile.
Watch out:
Each cauldron shows one in
redient twice. This is o
no importance now, onl
later when
pla
in
the Fex variation.