Every self-respecting wizard, even the very young ones, must have a pet assistant - a familiar. Each student of Madame Felicia's magical school brought their favorite pet to the ancient castle. While the powerful sorceress is in the school, the...
castle is filled with cleanliness and silence, but as soon as Madame Felicia steps out, the mischievous familiars get out of control of their little owners.
So today, in the absence of the sorceress, the lizard, bat, dog, crow, and even Madame Felicia's own cat have happily gotten into mischief! Choose whom you want to help: the students trying to catch the runaway pets and bring order, or the playful familiars turning the castle upside down.
«Tag in the Castle» — is a family game with a «one-against-all» mechanic set in an atmosphere of magic and wonder within the walls of an ancient castle. One player takes on the role of the mischievous familiar animals who will roam through the rooms of the castle, trying to escape from their owners while causing as much chaos as possible. The other players become wizards, doing their utmost to catch their pets. Cunning, planning, teamwork, and the ability to anticipate the opponent's moves - all of this will be necessary for you to win this wonderful board game. The game is great for play sessions between adults and children, as no one will have to hold back.
Gameplay:
Wizards and the main familiar take turns. The main familiar always moves first. Then the remaining players, playing as wizards, take their turns collectively.
Turn for the familiars:
On their turn, the main familiar must perform 2 consecutive actions.
1) The player moves one familiar figure to any adjacent room, following the movement rules.
2) The player draws 1 prank from the bag and adds it to their supply. Then, they choose one of the pranks in their supply and place it in the room to which they just moved the familiar.
Turn for the wizards:
On their turn, the wizards also perform 2 actions.
1) Players can make up to 3 movements across all wizards. Each wizard can carry 1 or 2 prank tokens.
2) The wizards try to discard prank tokens and catch the familiar. There are 2 types of pranks in the game, which can be resolved in different ways.
- To remove a mess, a prank token must be taken to the room specified on it.
- To deal with an incident, 2 wizards whose symbols are depicted on the token must be in the same room with that token simultaneously.
If at the moment of discarding any prank (either mess or incident) there is one of the familiars in that same room, the wizards catch it, and its figure is removed from the board.
The game ends in 3 scenarios:
— Only 1 familiar figure remains on the board — in this case, the players on the wizard's side win.
— At the end of the wizards' turn, there are 5 pranks on the board — in this case, the player on the familiar's side wins.
— At the end of the wizards' turn, there are no pranks left in the bag or in the main familiar's reserve — in this case, the player on the familiar's side wins.
Components include:
— Game board;
— 18 prank tokens;
— Bag for tokens;
— 4 wizard figures;
— 5 familiar figures;
— Game rules.
Number of players: 2-5
Game time: from 30 minutes
Autors: Oleg Melešin
Zīmols: Эврикус
Vecuma ierobežojumi: 6+
Izdošanas gads: 2025
ISBN: 4640364100853
Izmērs: 225h225h40 mm
Svars: 545 g
ID: 1729827
no € 38.94
no € 38.94