Haba 4280 取扱説明書

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取扱説明書
Inventive Playthings for Inquisitive Minds
Habe
rm
aaß
G
m
b
H
Au
g
ust-Grosch-Stra
ß
e 28 - 38
9
6476 Bad Rodach, German
y
www.h
aba
.
de
Infant Toys
G
if
ts
Children’s jewelr
y
i
r
n’
r
C
hildren learn about the world
t
hrou
g
h pla
y
. HABA makes it eas
y
for
t
hem with games and toys which arouse
c
uriosit
y
, with ima
g
inative
f
urniture,
d
eli
g
htful accessories,
j
ewelr
y
,
g
ifts and
m
uc
h
more. HABA encourages
b
ig i
d
eas
f
or our diminutive ex
p
lorers.
Clums
y
Witc
h
3
JAPANESE
4
5
JAPANESE
JAPANESE
6
7
JAPANESE
ENGLISH
Clumsy Witch
A
bewitching look-closely game to
f
oster executive
f
unctions,
f
or 2 – 4 players
ag
es 5 – 99. Includes Fex e
ff
ect to enhance the de
g
ree o
f
di
ffi
cult
y.
A
ut
h
o
r
s
:
M
arkus Nikisch
,
Dr. Sabine Kubesch
,
Laura Walk
I
llustrations: Mark Robitzk
y
I
llustration “Fex
gure”: Son
j
a Hansen
L
ength o
f
the game:
app
rox. 15 m
i
nute
s
Midni
g
ht in Witches’ Wood! Witch Clums
y
brews her notorious potion. However, it’s not
s
o eas
y
as the scatterbrained witch o
f
ten
f
or
g
ets which in
g
redients she has put in the
c
auldron and which ones are still missing. The players have to help her fi nd the missing
i
ngredients. But only the quickest one receives a magic potion as a reward.
Contents
1
g
ame
b
oar
d
1 Witch Clumsy
1 magician Fex
1 witches’ die tumbler
19
cauld
r
o
n
t
i
les
10 ingredient tiles
13
p
otion
s
4 dice
(
purple,
g
reen, blue and oran
g
e
)
Set o
f
g
ame instructions
The Fex effect
T
he
g
ame instructions contain a number o
f
variations, each o
f
which chan
g
e the
p
rocedure of the
g
ame and sometimes also require an inversion of the actions.
B
efore starting to play you determine which rules apply. So each time the players
h
ave to remember the di
ff
erent rules and adhere to them in order to win.
By
adaptin
g
over and over a
g
ain to the di
ff
erent conditions the
y
train their executive
f
unctions. Throu
g
h the Fex effect different executive functions are trained not in
i
solation from each other but together. The specialists call this an executive system.
W
e recommend pla
y
in
g
the basic version fi rst, before inte
g
ratin
g
the Fex rules, step
by
step
.
9
8
ENGLISH
ENGLISH
Checkin
g
the witch:
T
he other pla
y
ers check
y
our choice. The
y
li
f
t the tumbler and move Witch Clums
y
as
m
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
.
If
y
ou were ri
g
ht and chose the correct in
g
redient
y
ou receive a potion as
y
our reward.
Th
e cau
ld
ron ti
l
e is turne
d
over a
g
ain an
d
t
h
e in
g
re
d
ient ti
l
e returne
d
to its p
l
ace. It’s
now the turn of the next player
.
End of the Game
T
he
g
ame ends as soon each pla
y
er has had
f
our turns. The pla
y
er who has collected the
m
ost potions wins the
g
ame. In the case o
f
a draw there are various winners.
The Fex effect
A
t fi rst the players only play with Witch Clumsy. Later the other dice and magician
F
ex come into play and, depending on the dice, the players have to think who moves
i
n which wa
y
. Each fi
g
ure moves differentl
y
(for example forwards or backwards) and
l
ooks in di
ff
erent directions (
f
or example in the cauldron in
f
ront o
f
or behind the
g
ure) for the missin
g
or twin in
g
redient in a cauldron. B
y
means of this Fex effect,
with only one “throw” the rules can be turned on their head.
C
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
a
lso want to incorporate ma
g
ician Fex. That variation thou
g
h is onl
y
recommended for
F
ex experts.
a) The purple die
T
he purple die indicates how many squares a
gure is moved
b) The green die
T
he
g
reen die shows the direction that Witch
C
lums
y
moves (clockwise/ anti-clockwise). I
f
Witch Clumsy faces the opposite direction than
where she is headed, you have to turn her around
b
e
f
ore movin
g
her. She alwa
y
s moves
f
acin
g
fo
rw
a
r
d.
Preparation
Place the
g
ame board in the center of the table. Randoml
y
distribute the 10 cauldron
t
iles, with the ingredients face-up on the cauldrons as shown on the game board. Place
Witch Clums
y
on an
y
square in
f
ront o
f
a cauldron. It is important that she
f
aces
c
l
oc
kwi
se
.
P
l
ace t
h
e 10 in
g
re
d
ient ti
l
es aroun
d
t
h
e
g
ame
b
oar
d
. Get t
h
e s
h
a
k
er, t
h
e purp
l
e
d
ie an
d
t
he potions ready. Magician Fex and the other dice are kept in the game box, as they will
be
n
eeded
l
ate
r f
o
r
a
d
iff
e
r
e
n
t
v
a
ri
at
i
o
n
.
How to Play
Pla
y
in a clockwise direction. Whoever can pronounce the funniest ma
g
ic spell ma
y
start.
You have to try to help Witch Clumsy fi nd the last missing ingredient for the potion
.
The nei
g
hbor on
y
our left shakes the tumbler, places it down on the
g
ame board and
t
hen li
f
ts up the tumbler. Now
y
ou have to tr
y
and remember the number o
f
dots shown
b
ut
b
e quic
k
,
y
ou
d
on’t
h
ave muc
h
time
.
While
y
ou memorize the number o
f
dots the other pla
y
ers pronounce the ma
g
ic
witches’ s
p
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
y
hidden. Now
y
ou have to fi nd the missin
g
in
g
re-
dient. The number of dots on the die, now hidden, gives you the crucial hint.
Mentall
y
move Clums
y
Witch clockwise as man
y
squares as dots were shown on the
purple die.
In front of which cauldron would Witch Clumsy stand
?
Have a
g
ood look at the cauldron. There are nine di
ff
erent in
g
redients swimmin
g
on the
sur
f
ace. But there are 10 in
g
redients in the
g
ame. Fi
g
ure out which in
g
redient is missin
g
a
nd take the correspondin
g
in
g
redient tile.
Watch out:
Each cauldron shows one in
g
redient twice. This is o
f
no importance now, onl
y
later when
pla
y
in
g
the Fex variation.
1
0
ENGLISH
c) The blue die
Th
e
bl
ue
d
ie in
d
icates w
h
et
h
er
y
ou
h
ave to searc
h
in t
h
e
c
auldron in front of Clumsy Witch or in the one behind
h
er. If the die shows the blue symbol of the witch’s face,
y
ou have to search in the cauldron in
f
ront o
f
her. I
f
the die
s
hows the
y
ellow s
y
mbol o
f
the witches’ hat,
y
ou have to
s
earc
h
in t
h
e cau
ld
ron
b
e
h
in
d
h
er.
d) The orange die
N
ow magician Fex comes into play. Place him on a square
i
n
f
ront o
f
an
y
cauldron,
f
acin
g
counter-clockwise. The
o
ran
g
e die indicates i
f
ma
g
ician Fex (=moon) or Witch
C
lums
y
(= star) will be moved
.
Watch out:
M
a
g
ician Fex nearl
y
alwa
y
s does the opposite o
f
Witch Clums
y:
He does not move
f
orward the number o
f
squares indicated on the purple di
e
but backwards. So he faces the opposite direction than the one he is moving in.
He moves in the opposite direction than the one indicated by the arrow on the
green die.

He does not look
f
or the in
g
redient missin
g
in a cauldron but
f
or the in
g
redient
that is re
p
resented twice there.
I
f the blue die shows the face, he has to search in the cauldron behind the witch
,
if
t
h
e
d
i
e
s
h
o
w
s
t
h
e
wi
tc
h
es
’ h
at
i
t
s
t
h
e
cau
l
d
r
o
n in fr
o
n
t
o
f him.
The variation with ma
g
ician Fex ma
y
also be pla
y
ed with
f
ewer dice. You can also pla
y
wit
h
out Witc
h
C
l
ums
y
an
d
j
ust wit
h
ma
g
ician Fex
.
Further Fex variations
The “Beat that!” variation
The fi
g
ures are placed on the
g
ame board after the startin
g
pla
y
er has memorized the
dice. The pla
y
ers can decide freel
y
in front of which cauldron and facin
g
which direction
t
he
y
place the
g
ures.
Quick variation:
The pla
y
ers pla
y
simultaneousl
y
. The dice are rolled towards the center of the
g
ame
board. Whoever snaps the ri
g
ht in
g
redient fi rst receives a potion. Whoever collects four
potions fi rst wins the
g
ame.
Observation: M
ost
v
a
ri
at
i
o
n
s
ca
n
be
co
m
b
in
ed
wi
t
h
eac
h
ot
h
e
r.
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Haba 4280 取扱説明書

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ボードゲーム
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取扱説明書

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