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10 11
ENGLISH
Each player takes three of their apprentice cards, the master
and the toad card into their hand. The remaining 12 appren-
tice cards are placed in front of them as a provision pile.
Place the die and insert for the bottle ready to be used.
Magicians’ apprentices and apprentices’ cards
not needed are kept apart.
“Now your journey starts –
good luck!“
Simultaneously all players choose 1-3 cards from those held
in their hand and place them face down in front of them.
Once all players have put down their cards, the cards are
uncovered.
The youngest apprentice takes the magic bottle
and places for each placed apprentice card
a magic ball of the corresponding player into
the insert of the bottle. The apprentice cards
are stored in a collecting pile.
Example: Sebastian (green) places three cards, Laura
(yellow) one, Lea (blue) and Michael (red) both place
two apprentice cards. So in total three green, one yel-
low, two blue and two
red balls are put into the insert of the bottle.
With the toad card the apprentices can learn
68 cards
1 set of game instructions
“Before setting out, you must thoroughly
prepare for your journey.“
Unscrew the bottom of the bottle. Place the bottom
of the bottle on the table and put the 12 magic balls in it.
Arrange the 10 path cards in the form of a long path.
The magic castle is the destination and is placed at the
end of the path. Each player chooses an apprentice and
places him in front of the first path card.
Each player gets:
15 apprentice cards:
For each apprentice card placed during
a round, a magic ball is put into the
magic potion.
1 master card:
Placing a master card implies the immediate
end of your turn.
1 toad card:
The toad card enables the apprentices to bluff.
5


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