|
The English version of the rules is based on the German rules and not the official version.
Battle it out in a gloomy forest full of mystical creatures!
Take turns placing cards in a 4x4 display. Make your choices carefully to
score points. Sometimes it's all about the right timing!
The player with the most points at the end of the game wins.
24 cards (12 in each of the 2 colors)
18 points tokens
1 tiebreaker token
2 game aids
1 rulebook
Deck
Room for a 4x4 display
Tiebreaker Token
Points Tokens
Handcards
-
Sit facing each other. Allow enough room between you for a 4x4 display
of cards.
1 .
-
Choose a color each (black or white) and take all the cards in this color.
-
Each shuffle your cards and place them in a deck face down.
2 .
-
Each draw 3 cards from your deck
3 . Keep your cards face down.
Variant: Once you’re more familiar with the game and you don‘t want to start
the game with random cards, instead each draw 5 cards and choose 3 to keep
in your hand. Return the other 2 cards to the bottom of your deck.
-
Flip the tiebreaker token in the air, catch it, and place it on the table.
The player whose color is facing up takes it
4 .
You both have the same cards, just in different colors.
Each card shows an animal and a number (1
to 11).
Only the snake has no number, but an X.
Most cards (1 to 9)
earn points at the end of the game.
What’s important is where they are placed in the layout,
or which cards are adjacent to them.
Each card shows the condition you need to meet at the end of the game
in order to earn points for it, at the bottom left, and how many points it gives,
at the bottom right.
The other 3 cards (10,
11, X)
are special: they do not earn points, but have a
↯ effect, which you use
immediately during the game, either when revealing or placing them.
You will play several rounds until the end of the game is triggered. In each round
you both choose 1 card from your hand and reveal them at the same time. Then
you take turns placing them in the display.
In each round, take each of the following 4 steps:
- Choose cards
- Reveal cards
- Place cards
- Draw cards
1 Choose 1 card at the same time
Choose 1 card from your hand and place it face down in front of you.
2 Reveal your cards together
Reveal your chosen card.
The snake (X) has an effect when revealed:
If at least 1 revealed card is a snake (X),
you must both remove the cards from the game. So, you do not place a card
in the layout this round. Continue with step 4.
3 Take turns placing your cards
If the number on your card is higher than the number on your opponent’s
card, place your card first. You may place it in any empty space in the
display, following the placement rules.
If placing the card triggers an effect, you must now carry out this
effect if you can.
The Deer (10) and
the Raccoon (11) have an effect
triggered by placement, which you now must carry out if you can.
Note: Playing the Raccoon to move the Deer does not trigger the Deer's effect again.
Then your opponent places their card in another empty space in the display.
If placing their card triggers an effect, they must now carry it out if they can.
Important: If the numbers on your cards are the same, the player with the tiebreaker
token places their card first. Then flip the tiebreaker token to the other color
and pass it to your opponent.
4 Each draw 1 card
Draw 1 card from your deck.
Repeat these 4 steps until the end of the game
is triggered.
No: The layout would become wider than 4x4 cards.
Yes: The layout would not exceed 4x4 cards in height.
No: This space does not connect to another card.
Yes: This space is diagonally adjacent to another card.
No: The layout would become wider than 4x4 cards.
When placing your cards, follow these placement rules:
-
You must place your card on an empty space.
Hint: Place your card so that the image and text are facing you.
-
You must place your card vertically, horizontally, or diagonally adjacent to
another card in the display. The color of the card doesn’t matter.
Hint: You simply place the first card in the layout.
However, this is not automatically the center of the layout -
you gradually expand the layout in any direction you like.
-
At the end of the game, the display must make a 4x4 square. Each row and
column may have 4 cards at most. During the game, you will build the display
bit by bit in all directions but you may not place cards outside the 4x4 square.
This card you place in the display as usual. After you place it,
move 1 of your other cards from the display to any other
empty space.
Follow the usual Placement Rules.
Important: All the cards must remain adjacent to the other
cards (vertically, horizontally, and/or diagonally).
Example:
You place the raccoon and wish
to move your cat to another empty space.
You may place it on any of the green ✓
spaces. However, you cannot place it on
any of the red ✗ spaces because then not
all of the cards would be adjacent to each
other.
Hint: It would also be a good move if you place your spider
on the space to the left of the opponent's spider.
Move the deer from outside
the display into any row or column containing at least 1 card,
but no more than 3.
Move
all cards in this row/column as far as you can ahead of the deer,
but only so far so that:
-
all cards in the display remain adjacent to one another
(vertically, horizontally, and/or diagonally) and
-
the 4x4 square is maintained.
If there are spaces between the cards in this row/column, close
them as you move the cards and continue moving the cards as far
as you can.
The game ends at the end of a round once 16 cards are in the 4x4 display.
Proceed to scoring.
Go through each of the cards from left to right, top to bottom. If the
conditions of the cards are fulfilled, they score points. To count the points
quickly and easily, place the equivalent points tokens on each of the cards.
After going through each of the cards, count up your points tokens. The
player with the most points wins!
TIE
In case of a tie, the player who scored points with more cards wins. If there
is still a tie, add up the numbers on the cards in your hand – the player with
the highest total wins.
Hint: The snake with the "X" counts as 0.
Example: At the end of the game, your display looks like this. You both
scored 19 points. To break the tie, you check how many of your cards scored
points. You both scored with 7 cards so there is still a tie. You each add up
the numbers on the cards in your hand and the result is 14 to 12 – white wins!
 = your own card
 = your opponent’s card
 = points
 = horizontally or vertically
 = horizontally, vertically, or diagonally
Crow (1)
Scores 1 point if it is adjacent to a moth (horizontally, vertically,
or diagonally, white or black) or 3 points if it is adjacent to both moths.
Bat (2)
Scores 3 points if it is next to the crow of the same color
(horizontally or vertically, but not diagonally).
Moth(3)
Scores 2 points if it is in one of the 4 middle spots.
If the other moth is not in the middle, this card even scores 3 points.
Spider (4 /5)
Scores 2 points if it is in a corner of the grid.
If both spiders of one color are in a corner, they both score 3 points.
Cat (6)
Scores 3 points if it is on the edge of the grid, but not in a corner.
Owl (7)
Scores 1 point per own card in the same row or column as the owl.
Only cards in the color of the owl count. The owl itself does not count.
Wolf (8)
Scores 1 point for each opponent's card that is adjacent to the
wolf (horizontally, vertically, or diagonally).
Jackalope (9)
Copy the points from exactly 1 of your own
cards positioned vertically or horizontally adjacent.
Deer (10)
Scores no points. Moves cards when placed.
Raccoon (11)
Scores no points. When placing it, you must move another own card.
Snake (X)
Cannot be placed and does not score points, but causes you to discard the revealed cards.
| |