Schmidt Der verzauberte Turm - Board game

Der verzauberte Turm - Board game Schmidt - Free user manual and instructions

Find the device manual for free Der verzauberte Turm Schmidt in PDF.

📄 16 pages English EN Download 💬 AI Question 10 questions ⚙️ Specs
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Product typeBoard game
BrandSchmidt
ModelDer verzauberte Turm
Number of players2 to 4 players
Recommended ageFrom 6 years
Average game duration20 to 30 minutes
Box contents1 game board in 4 parts, 1 tower in 2 parts, 3 princess cards, 1 die, 1 Robin-Corbeaunoir disc, 2 figures, 16 hiding tokens (including 5 keys), 1 key
Box dimensionsApproximately 30 x 30 x 6 cm
WeightApproximately 600 g
Main materialCardboard, plastic
Power supplyNone (board game)
Main functionsCooperation and deduction game, key search, rescue of the princess
Care and cleaningClean with a dry cloth; do not use solvents
SafetySmall parts, not suitable for children under 3 years
Spare parts and repairabilityParts not available individually, replace the entire game if lost
Available languagesFR, DE, EN, IT
DistributorSchmidt Spiele
WarningWarning: not suitable for children under 3 years due to small parts

Frequently Asked Questions - Der verzauberte Turm Schmidt

What is the objective of the game?
The goal is to rescue the princess trapped in the tower. The Robin team must find the hidden key and use it in the correct lock, while the Raven-Wizard tries to stop them.
How do you set up the game?
Assemble the game board and the tower. Place the Corbeaunoir figure on the star-shaped start space. Set aside the 5 key tokens, then place the other hiding tokens green side up on the board. One player becomes the wizard, the others form the Robin team.
What is the role of the wizard?
The wizard hides the princess in the tower by choosing a princess card, then secretly places a key token on a green space on the board. He knows where the key is and tries to reach that space before the Robin team.
How does a game round work?
The Robin team takes turns rolling the die, while the wizard rolls the Robin-Corbeaunoir disc. The disc indicates which figure moves first. The die gives two numbers: blue for the wizard and red for Robin. The figures move the corresponding number of spaces.
How can the Robin team find the key?
By moving on the board, players can flip over the hiding tokens. If a token reveals a key, the player can try to use it by inserting the key into one of the five locks on the tower and pressing gently.
What happens if the Robin team chooses the wrong lock?
The key does not work. The key token is removed from the game. All players must remember the incorrect lock. The wizard returns to his start space and Robin is removed from the board. A new round begins with a new key hiding spot.
What happens if Corbeaunoir finds the key first?
If the wizard lands on the key token's space, he flips the token to prove he won the round. The token is removed. The chances of freeing the princess decrease: after 5 rounds, if the princess is still trapped, the wizard wins the game.
When does the Robin team win?
The Robin team wins immediately if a player inserts the key into the correct lock and frees the princess. The game ends and the Robin team is victorious.
What is the maximum number of rounds?
There are exactly 5 rounds, because there are 5 key tokens. If the princess is not freed after the 5th round, the wizard wins.
Can roles be changed during the game?
No, the roles are fixed for the entire game. But after a game, players can swap roles and start again.

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USER MANUAL Der verzauberte Turm Schmidt

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DER VERZAUBERTE TURM

Ziel des Spiels

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flowchart
graph TD
    A["Node A"] --> B["Node B"]
    B --> C["Node C"]
    C --> D["Node D"]
    D --> E["Node E"]
    E --> F["Node F"]
    F --> G["Node G"]
    G --> H["Node H"]
    H --> I["Node I"]
    I --> J["Node J"]
    J --> K["Node K"]
    K --> L["Node L"]
    L --> M["Node M"]
    M --> N["Node N"]
    N --> O["Node O"]
    O --> P["Node P"]
    P --> Q["Node Q"]
    Q --> R["Node R"]
    R --> S["Node S"]
    S --> T["Node T"]
    T --> U["Node U"]
    U --> V["Node V"]
    V --> W["Node W"]
    W --> X["Node X"]
    X --> Y["Node Y"]
    Y --> Z["Node Z"]

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Objective of the game

Working as Team Robin, free the princess from her captivity in the tower. But, be cautious: the black magician Ravenhorst has enchanted the keyholes so that only one of the five keyholes can be the right one! Get your skates on and reach the princess before he does!

Contents

A 1 game board comprising four parts
B 1 tower comprising two parts
C 3 princess cards
D 1 die
E 1 Robin-Ravenhorst token
F 2 figures
G 16 hiding place chips (five of which with a key symbol)
H 1 key

Schmidt Der verzauberte Turm - Contents - 1

flowchart
graph TD
    A["Node A"] --> B["Node B"]
    B --> C["Node C"]
    C --> D["Node D"]
    D --> E["Node E"]
    E --> F["Node F"]
    F --> G["Node G"]
    G --> H["Node H"]
    H --> I["Node I"]
    I --> J["Node J"]
    J --> K["Node K"]
    K --> L["Node L"]
    L --> M["Node M"]
    M --> N["Node N"]
    N --> O["Node O"]
    O --> P["Node P"]
    P --> Q["Node Q"]
    Q --> R["Node R"]
    R --> S["Node S"]
    S --> T["Node T"]
    T --> U["Node U"]
    U --> V["Node V"]
    V --> W["Node W"]
    W --> X["Node X"]
    X --> Y["Node Y"]
    Y --> Z["Node Z"]

H
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Before playing the game for the first time

Assemble the enchanted tower.

Preparing to play

Assemble the game board and put it in the middle of the table where it is easily accessible for all players. Then place the Ravenhorst figure (blue) on the start field of the star. The Robin figure (red) is placed next to the game board for now. The five chips with the key symbol are also removed from the game. Place the rest of the hiding place chips with the green side up on the game board for now.

You now decided whether you want to play with Ravenhorst or on Team Robin's side. One of you takes on the role of the black magician throughout the whole of the game, and the others take turns at playing Robin.

How to play

If you are playing the part of the magician, then sit at the side of the game board where the magician figure is located. The players on Team Robin now need to close their eyes. Does everybody have their eyes closed?

Good — then now you need to lock the princess in the tower. To this end, pick a princess card and put it in the tower. You then hide the rest of the princess cards under the lid of the tin.

Now you can secretly hide a key chip on one of the 12 green fields. Take a key chip from the stores and position it on one any green field of the game board (with the green side face-up). Cover the other 11 green fields with the hiding place chips, also with the green sides face-up. Take good care to remember where you have hidden the key! Now everybody gets to open their eyes — let the game commence!

Now everyone, including the magician, has to find the hidden key as quickly as possible. To this end, the magician picks up the Robin-Ravenhorst token and Team Robin gets the die with numbers.

The players on Team Robin take turn to throw the die in a clockwise direction. The player on Team Robin sitting next to the magician starts the game and places the Robin figure on one of the possible start fields with the point. This player then throws the die. At the same time, the magician player throws the Robin-Ravenhorst token in the air.

First of all the player whose picture is visible on the token, moves. Then the other figure moves. The die with the numbers tells you how far the figures are allowed to move. The blue number specifies how many steps the magician may take, and the red number shows you the steps to be taken by Robin. Then the next player from Team Robin throws the die and at the same time the magician once again throws the token in the air.

Please note: the magician knows exactly on which symbol he can find the key but Team Robin always has a short lead. The magician must first of all cover the six fields on his path before he enters the big game board.

The figures can only be moved along the paths — no short-cuts are allowed! If a field is occupied, you are allowed to jump over the figure.

Hiding place chips

If you, as a player on Team Robin, land on fields with hiding place chips during your go, you are allowed to turn them over and take a look. You then put the chip back with the green side face-up.

Found the key

If, during your go, you find the chip with the key symbol, you can now try to free the princess from the tower. Insert the key as far as it will go in one of the five keyholes and push it gently downwards (without turning it). Then you pull at the princess card.

What happens if you cannot pull the princess out?

What a pity — it was the wrong lock! Then remove the key and take good care to remember in which lock the key doesn’t work. The found key chip is now taken out of the game and a new search for the key commences. Put the magician back on the start field and take Robin off the game board. Continue the game as described under “How to play”.

Ravenhorst finds the key

If, during his go, Ravenhorst lands on the field with the key chip, he uncovers it in order to prove to everyone that he was the first one to find the key. The round is over. The key chip is removed from the game and Ravenhorst now hides a new key chip. Every time Ravenhorst succeeds in getting to the key before Team Robin, he narrows the chances of the princess being freed from the tower.

End of the game

Hurray, the princess has been freed from the tower!

If a player from Team Robin has inserted the key in the right lock, you can free the princess. The game has come to an end and Team Robin is the winner!

The game also comes to an end if all key chips have been used up, i.e. after five rounds. If the princess is still stuck in the tower, magician Ravenhorst wins the game.

Would you like a turn at being the magician?

Then simply swop roles and play again!

LA TOUR ENCHANTÉE

But du jeu

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text_image DREI MAGJER

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DREI MAGIER SPIELE

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Product information

Brand : Schmidt

Model : Der verzauberte Turm

Category : Board game