Archives 'Nimble sweeper' Category
Nimble Feger - Gitty magic
Gitty magic is another Mini - Extensions Nimble Feger, who was at the Spiel 2008 in Essen by Pro Ludo distributed for free.
Gitty your flight begins as all the other witches on the starting field. In the first round of the black witch does not have any effect .... But then ... At the beginning of each train witches are standing on a box with Gitty cursed, which means that the corresponding two cards from your witches spells still have to sit in front of the dice. The following sentence should be formed less than two cards.
The black witch always flies on to as many fields as if they would always have the perfect black formula.
This small expansion really brings a lot of fun and a lot of trouble. It is believed to have noticed the perfect formula and can not interpret it. It is therefore a further obstacle to achieving the goal. The witch brings fun into the game and brings a certain element of luck, the game will still be alive. A truly successful enlargement.
Nimble Feger
Nimble sweeper is an awesome illustrated game where aim is to initiate the brains to cross in flight on the witches broom as quickly as possible to the finish line. This is taken as witches so common with spells in motion that change in each round.
The witch, who is back on the plane nor the most starts with the nine cubes in the book to throw. Once a player believes himself to have noticed the magic formula, he may strike the side of the book. After that players begin the magic formula to be interpreted by means of hidden cards.
The right magic formula is found by one remembers the symbols of the cube, which can be printed in black or orange.
The perfect formula whenever it was possible to interpret all the symbols of one color. But beware: raussuchen all symbols would be too easy. Two rules must be respected. Firstly, duplicate symbols of a color to be thought away and the other a symbol can be rolled in both colors. These both come from the game.
Now the book is opened and the cubes are ordered and compared the spells the player with the dice. On error, the witches do not fly on, or move on.
In a perfect formula of black icons you get a black magic card. In a perfect orange magic formula you even allowed to fly for another two fields ahead. Achieved a witch, the target field, the game is over. Now, the number of periods of fields with the received black magic - tickets are added and determined as the winner with the most points.
2 to 6 players, 30 minutes, aged 8 years











