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Svolgimento del gioco
Si gioca in cerchio. Inizia il giocatore che
l’ultima volta si è perso. Adesso bisogna cer-
care di raggiungere per primi con la propria
pedina sul tabellone di gioco il disegno del
gettone con il simbolo estratto.
Se tocca a te:
Tira una volta il dado e muovi il tuo mago
in base al punteggio che hai fatto (oppure
di meno, se lasci perdere dei passi) in una
direzione a tua scelta. Muovi il tuo mago
in orizzontale o verticale, puoi cambiare
direzione quanto vuoi. Non si può muovere
in diagonale.
Fai attenzione a muovere il mago in modo
scorrevole. Non si può controllare se
eventualmente compare una muraglia.
Nota: Si possono sorpassare altri maghi,
tuttavia solo un mago puo stare sulla casella.
Spelverloop
Je speelt om de beurt. De speler die het
laatst de weg kwijt was, begint. Je moet nu
als eerste het vakje bereiken waar hetzelfde
symbool op staat als op de fiche.
Tijdens je beurt:
Gooi de dobbelsteen en verplaats je tove-
naar evenveel vakjes als het aantal punten
dat je gegooid hebt. Je mag kiezen in welke
richting je tovenaar beweegt. Beweeg je
tovenaar horizontaal of verticaal, je mag
draaien wanneer je maar wilt. Je mag niet
diagonaal bewegen. Zorg ervoor dat je de
tovenaar snel beweegt.
Je mag niet eerst proberen of er een muur
verschijnt.
Opmerking: Andere tovenaars mogen
voorbij gestoken worden, en er mogen enkel
een tovenaar op een veld staan.
Déroulement de la partie
Les joueurs jouent à tour de rôle. Le dernier
joueur à s’être perdu commence. Il s’agit
maintenant datteindre le premier le sym-
bole du plateau représenté sur le jeton.
Quand vient son tour :
Le joueur lance le dé et déplace son
magicien du nombre de points obtenus (ou
moins s’il le veut) dans la direction de son
choix. Un magicien se déplace horizontale-
ment ou verticalement et peut changer de
direction aussi souvent qu’il le veut. Il nest
pas permis de se déplacer en diagonale.
Veiller à se déplacer rapidement. Il est
interdit de tester s’il y a un mur ou non.
Précision : Il est permis de doubler dautres
magiciens mais il ne peut y avoir au
maximum quun magicien sur une case.
Game play
You play by turns. The player who last lost
his way begins. You now have to be the
first to reach the playing field with the sign
shown on the symbol chip.
When it is your turn:
Throw the die once and then move your
magician in any direction according to
the number of points (or less by forfeiting
steps). Move your magician horizontally or
vertically, and you may turn whenever you
want. It is not possible to go diagonally.
Take care that you move the magician
swiftly. It is not allowed to test if a wall may
appear. Note: Other magicians may be
passed, and there may only be one magician
on a field.
Spielverlauf
Gespielt wird reihum. Der Spieler, der sich
zuletzt verlaufen hat, beginnt. Nun gilt es,
mit der Spielfigur als erstes, das abgebildete
Zeichen des Symbolchips auf dem Spielfeld
zu erreichen.
Wenn du an der Reihe bist:
Würfle einmal und bewege dann deinen
Magier entsprechend der Augenzahl (oder
weniger, indem du Schritte verfallen lässt)
in eine beliebige Richtung. Ziehe deinen
Magier horizontal oder vertikal, wobei du
beliebig oft abbiegen kannst. Diagonal
ziehen ist nicht möglich.
Achte darauf, dass du den Magier zügig
bewegst. Antesten, ob eventuell eine Mauer
auftaucht, ist nicht erlaubt.
Hinweis: Andere Magier können überholt
werden, aber es darf nicht mehr als ein
Magier auf einem Feld stehen bleiben.
12
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