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9
ENGLISH
Checkin
g
the witch:
T
he other players check your choice. They lift the tumbler and move Witch Clumsy as
m
an
y
squares as
d
ots s
h
own on t
h
e
d
ie. T
h
en t
h
e
y
turn over t
h
e cau
ld
ron ti
l
e w
h
ere
W
itch Clums
y
is now standin
g
. The backside o
f
the tile shows the missin
g
in
g
redient
.
I
f
y
ou were ri
g
ht and chose the correct in
g
redient
y
ou receive a potion as
y
our reward
.
T
he cauldron tile is turned over a
g
ain and the in
g
redient tile returned to its place. It’s
n
ow the turn of the next player.
End of the Game
T
he game ends as soon each player has had
f
our turns. The player who has collected the
m
ost potions wins the game. In the case of a draw there are various winners.
The Fex effect
A
t
rst the players only play with Witch Clumsy. Later the other dice and magician
Fex come into play and, depending on the dice, the players have to think who moves
in which wa
y
. Each fi
g
ure moves differentl
y
(for example forwards or backwards)
and looks in di
ff
erent directions (
f
or example in the cauldron in
f
ront o
f
or behind
the fi gure) for the missing or twin ingredient in a cauldron. By means of this Fex
effect, with onl
y
one “throw” the rules can be turned on their head
.
C
hoose the dice with which
y
ou want to pla
y
. The more dice
y
ou choose the more
d
iffi cult the game becomes. Decide if you want to play only with Witch Clumsy or if you
also 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
g
ure is move
d
b) The green die
T
he
g
reen die shows the direction that Witch
Clumsy moves (clockwise/ anti-clockwise). If
W
itch Clums
y
faces the opposite direction than
w
here she is headed,
y
ou have to turn her around
b
efore moving her. She always moves facing
forward
.
8


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