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1
2
o
ne b
y
one take a card of
a fi
g
ure not amon
g
the
d
ancing shadow
gures
.
revealin
g
solution,
show hidden
gures
r
i
g
ht: one square ahead
wrong: s
h
a
d
ow
d
ance
r
one s
q
uare ahead
r
k in
n
o
f
table
n
ew s
h
a
d
ow
d
ancer,
swap fi
g
ures
rst player reaches
tar
g
et = winner,
e
nd of
g
ame
ENGLISH
g
ure that did not dance past and place it in
f
ront o
f
y
ou.
W
hoever is not sure can
p
ass on their turn.
N
ow the shadow dancer reveals his secret.
S
how the fi gures that were hidden behind the box. They did
n
ot
p
artici
p
ate in t
h
e
d
ance
.
W
ho remembered the shadow fi
g
ures well?
Ri
g
ht
.
Perfect magic memory! Whoever has a correct card in front
of them, can move his ma
g
ical bein
g
one square on the
p
ath throu
g
h the wood
.
W
rong
.
Bad luck. Now the shadow dancer can move his ma
g
ical
b
eing one square forward for each fi gure that has been
incorrect
ly
reco
g
nize
d
.
Pl
ace
a
ll
t
h
e
ca
r
ds
bac
k in
t
h
e
ce
n
te
r
o
f
t
h
e
tab
l
e
.
Ne
w R
ou
n
d
Th
e next p
l
a
y
er is t
h
e new s
h
a
d
ow
d
ancer. He p
l
aces t
h
e
g
ame box in
f
ront o
f
him and swaps as man
y
g
ures on the
turning disk as he likes. Then a new shadow dance starts
.
End of the Game
W
hoever is the
rst to move his magical being onto the
target square wins the game and secures for himself the best
s
pectator’s seat for the next shadow dance. If various pla
y
ers
r
each the tar
g
et simultaneousl
y
the
y
all win.
Hint: Bewitched Memory
Play as in the basic game, but with the dweller cards
f
ace
d
own. So before starting to play, memorize carefully the
m
a
g
ica
l
d
we
ll
ers on t
h
e car
d
s an
d
t
h
en turn t
h
e car
d
s over
b
e
f
ore the dance starts.
12


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