(2 or 3 players, from 12 yo)
THEME AND PURPOSE OF THE GAME
What will be the next color of the sky?
Three wizards send their sacred gooses to the next star, where are the magic wands which can decide it
* A game board, with a star in the middle, joined by 9 air scales of 6 bird-shaped squares.
* 18 pawns with 18 flying birds in 3 colors: in each color, 2 birds with a simple wing flapping, 2 birds with a double wing flapping, 2 birds with a triple wing flapping.
* 3 wizard-pawns .
* 7 magic wands.
- Each player gets a wizard pawn , that will determine the color of his gooses.
- For 3 players, you put 7 wands close to the board; for 2 players, only 5.
- For 3 players, each player in turn first puts his gooses on 3 bordering squares, close to the edge of the board; in a second step, they put their 3 other gooses on 3 squares close to the bordering squares.
- For 2 players, A first puts 3 gooses of his color, then B , then A with 3 gooses of the unchosen color, then B on 3 squares close to the bordering squares, then A, then B with the 3 last pawns of the unchosen color.
So there are 2 gooses on the 2 first squares of each line.
. Each player moves in turn a goose of his color, provided that it leads a line.
It makes a circular movement, clockwise or counterclockwise, to land on another line, just before the former leader of the line it has joined.
A “simple” goose must join the nearest procession, on its right or on its left, a “double” goose joins the second on its right or on its left, a “triple” joins a third one.
You cannot land on an empty line, so the count takes no more care of these ones, and the gooses will reach further and further occupied lines.
A goose may move alone, or take with itself, in whole or in part, the gooses behind, even if those gooses have different colors; in that case, they join the same line as their leader, behind it and in the same order.
FORBIDDEN MOVES AND PERMUTATIONS
When a goose is enclosed within a line, it cannot move by itself.
Otherwise, a procession may not have 3 times the same color: so any move which would lead to that situation is forbidden.
When a player cannot move without disobeying that law, he permutes one of his lead gooses with any one of his color, even if it is an enclosed one. This permutation is counted as a move.
If all your gooses are enclosed, you miss your turn as long as that situation persists.
CONQUEST OF THE RINGS AND END OF THE GAME
When you reach the 6th degree of a scale, you also reach the star and pick up one wand.
A line of 6 gooses must be immediately partly deleted by the other players:
* In a 3 players game, the 2 others, in turn, pick up 2 gooses, beginning by the nearest to the star, to replace them on starting squares of empty scales, or, if there are no more ones, on any free square close to an occupied one.
* In a 2 players game, the other replaces, at his discretion and in the same way, the 2, 3 or 4 gooses nearest to the star.
That relocation is counted as a move: so the turn to replay goes back to the wand catcher.
When you have conquered 3 wands, you win the game.