Amigo Magic Mountain Handleiding

Amigo Bordspel Magic Mountain

Lees hieronder de 📖 handleiding in het Nederlandse voor Amigo Magic Mountain (2 pagina's) in de categorie Bordspel. Deze handleiding was nuttig voor 35 personen en werd door 2 gebruikers gemiddeld met 4.5 sterren beoordeeld

Pagina 1/2
A game by
Bernhard Weber and
ens-Peter Schliemann
With art by Annette
Nora Kara
Players: 2–6
Ages: 5 and up
Play Time: approx. 15 minutes
1 Game Board
1 Bag
Will-o’-the-Wisps (balls) in red,
yellow, blue, purple, and white
6 Students
4 Witches
What’s in the Box?
What’s in the Box?
What’s in the Box?
What’s in the Box?
What’s in the Box?
1 double-sided
“Master Balduin“ goal tile
165
Variant:
Variant:
Variant:
Variant:
Variant:
Team
Team
Team
Team
Team
Witch
Witch
Witch
Witch
Witch
vs.
vs.
vs.
vs.
vs.
Team Student
Team Student
Team Student
Team Student
Team Student
Play as two teams: one team tries to take the witches to the
finish line first, the other team takes the students. Divide your
group into two teams and choose who will play the witches
and who will be students. Place the figures on the board as
shown below: first a student, then a witch, another student,
and so on. Put the two remaining students back in the box,
you won’t need them for this variant.
Team Witch has a small head start of one space, so Team
Student goes first. Play and move the figures as explained
above by pulling will-o’-the-wisps out of the bag and letting
them roll down the mountain from one of the six openings.
If your will-o’-the-wisp doesn’t hit any figures on its way
down, you must move one of the opposing team’s figures one
space along the path towards the goal.
The team that moves three of their four figures on the goal
tile first wins the game.
Much Too Easy!
If you’re looking for more of a challenge, try to get as many
students and as few witches as possible on the goal tile. Simply
flip the goal tile to the other side for this type of game.
Depending on your level of success, you can win the
following titles:
Reach
Reach
Reach
Reach
Reach
When a witch or a student get left on the path,
move the figure to the go
The purple along the path
to the goal ti
Have you ever heard of the Magic Mountain? You‘ll find it in
the middle of a dense forest, where the magical will-o‘-the-
wisps live. They don‘t know good from evil, but love dancing
down the mountain paths.
Once they have reached the foot of the mountain, they visit
Balduin, the wise magician who lives there. He is very power-
ful, and possesses a magic wand with a tip made from a legen-
dary crystal.
This crystal has caught the eye of the four meanest witches in all
the land. Theyre plotting to take Balduins wand for themselves.
Fortunately, word of their plans has reached the students at
the nearby Wizard’s Academy, so six courageous students take
to the road to warn Master Balduin. However, the witches
already have a head start.
Send the will-o’-the-wisps through the forest so that they
show the students the right way but lead the witches astray.
However, once the will-o’-the-wisps have been allowed to run
free, their path is quite hard to control. Collaborate to bring
the students to Balduin’s house before the witches reach him,
because you can only win or lose this game together.
As soon as the fourth and save Master Balduin and his wand.
However, if the third wi
Practice Makes P
If you’ve played several games naged to save Master Balduin, try setting an easier goal. Maybe you could
try getting two or three student tile to win the game for now.
4 Supports
(one each of no. 1 and
no. 2, two of no. 3)
©2021 AMIGO Spiel + Freizeit GmbH. Magic Mountain is a registered trademark of
AMIGO Spiel + Freizeit GmbH. AMIGO Games Inc., 5126 South Royal Atlanta Drive,
Tucker, GA 30084. Item # 20423 V1
www.amigo.games
GAME DESIGN COUNCIL
From time to time, we ask our customers to review
games for us and give comments on the gameplay,
packaging styles, and other attributes in return for
free games. If you’re interested in helping us, please
visit www.amigo.games/contactus to sign up
or send an email to with info@amigo.games
“Game Design Council” in the subject line.
OUR NEWSLETTER
If you’d like to sign up for our email newsletter so
you can learn about our other games, please visit
www. amigo.games/newsletter.
If you have questions on these rules or on
any of our products, please call us at
844-962-6446 I M-F 9 AM - 6 PM
CENTRAL TIME
We’ll do our best to help you.
www.amigo.games/videos/
magicmountain
1
2
33
Level 1 Beginner
4 students , 2 witches
Level 2 Student
Level 3 Graduate
Level 4 Master
Level 5 Grand Master
5 students , 2 witches
6 students , 2 witches
6 students , 1 witch
6 students , 0 witches
If the will-o further. Which one
is up to you.
Once the will-o’-the w the next player’s turn. When all five will-o’-the-
wisps have reached th
2 3 4
How to Play
How to Play
How to Play
How to Play
How to Play
Get the will-o‘-the-wisps get the will-o’-the-wisps to roll down the mountain in such a way that reach Master four students
Balduin before do. three of the witches
Taking Witches and Students Through the Forest
Take turns in a clockwise direction. The most courageous player goes first. When it’s your turn, reach into the bag and pick a random
will-o’-the-wisp. Start this will-o’-the-wisp on its path down the mountain g it in one of the six openings at the top edge of
the game board. Decide together, which opening is best for the cu
If the will-o-the-wisp hits a figure, move it down the mountain along the path. Take the figure and put it on the next vacant space of the
path whose color matches the will-o-the-wisps. Rolling along the path, the will-o-the-wisp may hit more than one figure. In this case, move
all of them in the order in which theyve been hit. If you move a figure uickly enough, it can even be hit twice by the same will-o-the-wisp.
The yellow will-o’-the-wisp hits a student. Move this student down the path to the next vacant yellow space.
Oh no, on the
path, too
Make sure you set up the game on a level surface, so as not to
influence the balls paths in a way that’s relevant to the game.
Setup
Setup
Setup
Setup
Setup
Set up the magic mountain as shown below by attaching the supports to the matching, marked places.
Place the goal tile next to the bottom of the game board so that the side with three witch spaces and four student spaces
is showing.
Place the six students on the first six spaces of the path, marked . Then put the four witches on the spaces marked .
Put all five will-o’-the-wisps in the bag, and you‘re ready to play!
3
3
Witch
Student
2Support
1Support
Will-o’-the-Wisps
Bag
Goal Tile
Support
Support
Sometim little push in the right direction.
Magic Mountain is a cooperative game, so you can only win or lose as a team.


Product specificaties

Merk: Amigo
Categorie: Bordspel
Model: Magic Mountain
Kleur van het product: Meerkleurig
Aanbevolen leeftijd (min): 4 jaar
Type verpakking: Doos
Voorgesteld geslacht: Elk geslacht
Geschikt voor gebruik binnen: Ja
Aanbevolen leeftijdscategorie: Volwassene & kind
Minimum aantal spelers: 2
Type product: Bordspel
EU TSD-waarschuwing: Not for children under 36 months, Small parts. Choking hazard
Niet voor kinderen 0 - 3 jaar: Ja
Speeltijd (max): 20 min
Maximum aantal spelers: 6
Genre: Familie
Spelmodi: Multiplayer, Team game, Cooperative game
Familiespel: Ja
Taal spelregels: Engels
Naam game: Magic Mountain
EU TSD-taal: Engels

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