PLAYED FOR YOU

 

Hexenhochhaus

Who reaches the Magic globe first?

 

The little witches race eath other on their brooms to the magic globe high up on the witches house on a rocky ledge, but their brooms are magic brooms and do not pick up every witch every time.

The board with the witch’s skyscraper is laid out and each player puts his marker on the board, a disc with the picture of a little witch or wizard, and you check with the broom if all witch discs are placed in a way that the broom will take them along, meaning that the discs are attracted by the broom. Then in turn you roll the dice and move your witch or wizard forward accordingly. When you roll the broom you pick up the broom and hold it directly over the disc of your witch or wizard. When the disc is attracted by the broom you fly immediately to the next broom spot. When the disc is not attracted by the broom, nothing else happens, it just stays where it is. But if you rolled a combination of number and the turn over symbol, you must first move your disc and then turn over either your own disc or that of another player. So you need always pay attention to the side of your disc and who did turn over which disc. The drawings are the same on both sides, you must watch closely who does what. If you are the first to reach the finish with the magic globe high up on the witch’s skyscraper, you win.

A new game featuring the by now well-known combination of magic/witch topic and magnetism; this time it is a rather simple game, but as enchanting and well-working as the other games. Always enjoyable are the illustrations, they make you want to go exploring the witch’s skyscraper!

 

Players: 2-4

Age: 4+

Time: ca. 15 min

Designer: Klaus Kreowski

Artist: Rolf Vogt

Price: ca. 28 Euro

Publisher: Drei Magier / Schmidt Spiele 2011

Web: www.schmidtspiele.de

Genre: Roll & Move game with magnetism

Users: For children

Version: multi

Rules: de en fr it nl

In-game text: no

 

Comments:

Magnetic effects very well incorporated into the game

Topic, components and mechanism go well together

Simple rules

Plays quickly

 

Compares to:

All roll & move games with event spots and yes/no decisions by a magnetic effect

 

Other editions:

Currently none

 

Chance (pink): 3

Tactic (turquoise): 0

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 1

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0