How to play
2 or 3 players from 8 years old, +-10 minutes
In a race to the star, three magicians release their five birds towards the heart of the closest star to bring them back three magic wands that will turn the sky in their favorite color. The third wand will be the right one.
Be clever and cunning to make your magician move freely.
To get 3 magic wands with your magician.
- A game board, with a star in the center, joined by 9 lines of bird-shaped squares.
- 7 magic wands.
- 18 pawns, divided into 3 colors.
Each color includes :
- Two birds of strength 1 (one wingbeat).
- Two birds of strength 2 (two wingbeats).
- One bird of strength 3 (three wingbeats).
- One magician (which accumulates the 3 possibilities of strengths).
SET UP FOR A 2 PLAYER GAME
Both players choose a magician, which will determine the color of their pawns. The color left becomes then the "neutral color".
- In a 2 player game, only 5 magic wands must be placed beside the board.
- Both players place 3 pawns of their color (except their magicians) on the first squares (closest to the edge of the board) of any of the 9 lines, then they place the pawns of the "neutral color" flipped face down on the 3 squares left.
- After, they place their remaining pawns (including their magicians) on the second squares of the 9 lines, finishing by placing the 3 remaining pawns of the "neutral color" on the 3 squares left flipped face down. All magicians must be placed on one of these second squares (closer to the center of the star).
SET UP FOR A 3 PLAYER GAME
- Each player chooses a magician, which will determine the color of their pawns.
- In a 3 player game, 7 magic wands must be placed beside the board.
- Each player (starting with yellow, then red, then blue) places 3 pawns of their color on the first squares (closest to the edge of the board) of any of the 9 lines, then they place their remaining pawns on the second squares of the lines (starting with blue, then red, then yellow). All magicians must be placed on one of these second squares (the closest to the center of the star).
HOW TO PLAY
The player with the lighter color starts (lighter to darker : yellow, red, blue).
Each player in turn (clockwise) plays one of their top-line pawns (the closest to the center of the star) ; the pieces make circular movements, clockwise or counterclockwise, to land on the top square of the line they just joined.
- A bird of strength 1 must join the nearest line, either to its right or left.
- A bird of strength 2 will join a line two tracks further to its right or left.
- A bird of strength 3, will join a line three tracks further, to its right or left.
- A magician has the choice between these 3 routes.
Empty tracks are not counted in the pawn’s moves. More the game evolve, more the empty spaces between the tracks are big.
A pawn can move alone, or take with it all or part of the pawns in its line, even if they are neutral or of the opponent's color ; the pawns taken along join the same line as their top pawn, behind it and in the same order.
The pawns of the "neutral color" can only move with the top pawns of the playing colors.
- It is forbidden to move a pawn enclosed in a line by itself. Enclosed pawns can only be moved with their top pawns or being swapped.
- A line of pawns may not contain more than two pawns of the same color : any move that would lead to this result is forbidden.
- Instead of making a move, a player may swap one of his top-line pawns with another pawn of its color (enclosed or not) ; this swap counts as a move ; players can not swap twice in a row.
- If all pawns of a player are enclosed, this player has to pass his turn as long as this situation persists.
OBTENTION OF A MAGIC WAND
Each time the players reach the center of the star with their magician, they get a magic wand.
When the players complete a line with their magician and get a magic wand, they must immediately split the winning line in half by replacing the 3 top-line pawns on an empty line :
- The magician and the second top-line pawn goes together on the same empty track and the third pawns on another empty line or in a line with only 1 pawn ; during this replacement, the magician must be replaced on the first square of the empty line and then be enclosed by the second top-line pawn.
When a player reaches the center of the star with one of his pawn instead of his magician, the magic wand is not obtained but the player still must replace the 3 top-line pawns according to the same principle.
After the player has replaced the 3 top-line pawns, the next player plays his turn.
END OF THE GAME
The first player to get 3 magic wands wins the game.