Labyrinth der Meister (Master Labyrinth) Rules

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Labyrinth der Meister rules

Labyrinth der Meister (Master Labyrinth) Rules
1 game board
34 maze tiles
21 numbered tokens (numbered 1 to 20 and 25)
4 playing figures
12 magic wands
21 secret formula cards

Object of the game
Deep in the musty catacombs of an ancient ruined castle, the fabled aMAZEing Labyrinth is hidden. Here, in the labyrinth’s ever shifting corridors, wizards wonder in search of the magic ingredients they need for their spells.
You’ve got a secret magic formula that will make you the Master Magician. But can you get the ingredients you need? Other wizards will be racing to get them too!
There are 21 magic items in the labyrinth but they can only be picked up in numerical order. The wizard who gets to item number 1 first may keep it, then all the wizards race for number two.
On every turn the labyrinth shifts, opening up some passages and closing others. Beware – it’s easy to get lost in the twisting corridors! But if you can get the ingredients you need – and keep the other wizards from getting theirs – you can score the most points and become the Master Magician.

Setting Up
Mix up the maze tiles, then put them face up, at random on the game board. (They go in the rows between the tiles that are attached to the board.) When you’re done you’ll have exactly one tile left over.

Choose a playing figure and put it on the starting space of the same colour.

Turn the numbered tokens face down on the table and mix them up well. Then place one token, still face down, on each tile on the board, except for the tiles around the edge and the starting spaces. Once you’ve put all the tokens on the board, turn them face up.

Shuffle the 21 secret formula cards and deal one to each player. (Don’t show your cards to the others!) Put the rest of the cards away; you won’t need them.

Finally, give each player three magic wands. Now you’re ready to start playing.

Here’s a stylized diagram of the board: the gray squares represent the fixed tiles, the white represent the maze tiles. The coloured circles represent the starting positions of the wooden wizard tokens and the circles with a cross in them represent the starting position of the numbered tokens.

The youngest player goes first. You start every turn by shifting the labyrinth. (We’ll explain how later). You must do this on every turn.

Now you may move your figure through the maze. (But you don’t have to if you’d rather stay where you are.) You can move as far as you want and even change direction as part of your move. But you can only travel along connecting corridors: you cannot go through walls, or jump to a corridor that doesn’t connect.

Finally if you land on the right token, you can take it.

Tokens have to be picked up in numerical order. A numbered token cannot be taken until all the lower ones are gone, so the wizards race for token number one first. Once someone gets it they race for token number two and so on. Note: the last token, the mistletoe, has the number 25.

On your turn you can do three things:

 Shift the maze (you must do this);

 Move your playing figure (if you want to), then;
 Take the token you land on (if it’s the next one in order).

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