Aktuelles
Spells, Companions and Treasure Cards
Spells
Spells are selected during the spellbook phase. They affect the order of play and magical action.
Luck [#1] - You can choose to discard the face-down Quest Card from the Quest Card Zone. If you do, you cannot look at the card you take from the Quest Deck.
Silence [#2] - In this round, no black magic is possible, ie No player can cast spells 3/7/13/15.
Fireball [#3] (Black Magic) - Take 1 taler from the bank (if spell #2 is not selected).
Cure [#4] - Pay 1 Taler and draw a random adventurer card from the discard pile.
Acceleration [#5] - Take the top treasure card. (see Treasure Cards). Treasure cards can only be obtained with this spell! If one dealer, you can buy for 1 coins per dealer more treasure maps. If you have the merchant you can buy an additional treasure for 1 taler.
Resistance [#6] - If you have the fewest talers, take 2 talers. This applies even if several players have the fewest talers. However, a player who was previously in the series, spent money and now very few dollars, you go away empty-handed. However, if a player who has already played, spent money and now has the least talers, gets nothing.
Creation [#7] (Black Magic) - Take 2 talers (if spell #2 was not selected).
Thunderstorm [#8] - Protects against attack spells: you can not be affected by a red spells (#9, #12, #14) during this turn.
Charm [#9] - The opponent with the most companions must give up a companion of his choice. If the player with the most companions is protected by a protection spell (#8, #11), the players with the next most companions is attacked and so on (excluding yourself).
Summon Elemental [#10] - Discard one of your cards and take 2 talers.
Time Stop [#11] - Protects against attack spells: you can not be affected by a red spells (#9, #12, #14). In addition, when it is your turn, you can take another adventure card to take for your self or give to someone else.
Polymorph [#12] - Take half of the talers from the opponent with the most talers (rounded up). A protection spell (#8, #11) will pass the effect on to the next wealthy player. On a tie you can choose who gives up the money.
Meteor Strike [#13] (Black Magic) - Take 3 talers (if spell #2 was not selected).
Domination [#14] - This spell is similar to #9. The difference is that you can choose which companion to take.
Wish [#15] - This spell is similar to #4, however for one taler you can take 3 cards from the deck provided spell #2 was no used.
Buildings
The buildings have no particular function. They simply provide victory points at the end of the game.
Hut (5x): Can be used at the end of the game for points associated with the Queen (see Companions).
Village (16x) worth 1 victory point at the end of the game.
City (14x) worth 2 victory points at the end of the game.
Castle (12x): 3 points of victory at the end of the game.
Companions
There are two types of Companions: Brown companions have powers used during the game. Purple companions provide Victory Points (VPs) at the end of the game. Several companions of the same type multiply their function! Any companion at the end of the game provides as many victory points worth as printed the card - even if you do not fulfill the conditions for the extra VPs.
There are three of each companions, (except the witch where there is only one).
Purple Companions
Bronzesmith: Bronze helmets that are usually useless (see treasure cards) provide a victory point.
King: Add +5 VP for every 5 talers at game end.
Queen: For every three different buildings get 2 extra VP.
Prince: For every five companions (including Prince) receive 3 VP.
Princess: For each companion that you have more than one of , you get 2 VP.
Tax collector: Starting with 6 VP reduce by 1 VP for each taler (but not -ve).
Brown Companions
Bard: For each opponent, who selects the same spell as you, receive 1 taler.
Messenger: Whenever you start Phase 1 - Adventure (marker position 1), get 1 taler.
Merchant: When selecting the spell #5 ("Take a treasure card"), you can take an additional treasure for one taler.
Seer: The face down card is always visible to the owner of the seer.
Witch: The witch can be swapped for any available card on the board (even the hidden one). This can be done during your turn or during the preparation phase when the new cards are displayed - even before selecting spells. To do this simply move the witch to the desired card.
Maid: Whenever you are in the last phase of adventure, you get 1 taler.
Black Mage: get 1 taler for each successful black magic spell used this round (spell #2 not selected).
Mercenary: If you lose talers or companion because of a red attack spell (#9, #12, #14), get 2 talers immediately. But you used protection you do not get money.
Treasure cards
Treasure cards can only be acquired using Acceleration (Spell #5).
Einfache Schatzkarten
Bronzehelm (11x): Der Bronzehelm bringt am Ende keine Siegpunkte, es sei denn, man besitzt ein oder mehrere Bronzeschmiede: Pro Bronzeschmied zählt jeder Helm dann 1 Siegpunkt.
Armreif (6x): Jeder Armreif bringt am Ende 1 Siegpunkt.
Kelch (5x): Jeder Kelch bringt am Ende 2 Siegpunkte.
Schatztruhe (2x): Jede Schatztruhe bringt am Ende 3 Siegpunkte.
Sonderschatzkarten
Tarnkappe (2x): Mit der Tarnkappe kann man einen seiner Gefährten unsichtbar machen. Dies kann zu jedem Zeitpunkt im Spiel geschehen. Dazu zieht man die Tarnkappe einfach mit der Maus auf den gewünschten Gefährten. Die Tarnkappe verbleibt dort bis zum Ende des Spiels (Ausnahme: War die Hexe getarnt und sie wird getauscht, geht die Tarnkappe aus dem Spiel). Dieser Gefährte ist nun für alle anderen unsichtbar, er zählt auch bei der Anzahl der Gefährten nicht mit. Am Spielende zählt sowohl der Gefährte als auch die Tarnkappe, ebenso zählt der Gefährte am Ende für die Prinzen-/Prinzessinenwertung.
Benutzt man die Tarnkappe erst, wenn man angegriffen wird, bleibt der Angriff bestehen, es darf lediglich der getarnte Gefährte nicht gewählt werden.
Zauberspiegel (2x): Mit dem Zauberspiegel kann man einen Angriff gegen sich auf den Angreifer zurücklenken. Der Angreifer muss sich dann quasi selbst angreifen. Der Zauberspiegel geht nach der Abwehr aus dem Spiel.
Sollte der Angreifer ebenfalls einen Zauberspiegel besitzen, wird der Angriff wieder auf das ursprüngliche Ziel zurückgelenkt.
