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8
ENGLISH
The other players check your choice. They lift the tumbler and move Witch Clumsy as
many 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 you were right and chose the correct ingredient you receive a potion as your reward.
The cauldron tile is turned over again and the ingredient tile returned to its place. It’s
now the turn of the next player.
End of the Game
The game ends as soon each player has had four turns. The player who has collected the
most potions wins the game. In the case of a draw there are various winners.
The Fex effect
At fi 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 way. Each fi gure moves differently (for example forwards or backwards)
and looks in different directions (for example in the cauldron in front of or behind
the fi gure) for the missing or twin ingredient in a cauldron. By means of this Fex
effect, with only one “throw” the rules can be turned on their head.
Choose 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
also want to incorporate magician Fex. That variation though is only recommended for
Fex experts.
a) The purple die
The purple die indicates how many squares a
gure is moved
b) The green die
The green die shows the direction that Witch
Clumsy moves (clockwise/ anti-clockwise). If
Witch Clumsy faces the opposite direction than
where she is headed, you have to turn her around
before moving her. She always moves facing
forward.
4


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