Spell spells are chosen in the spell book phase. They influence the player order and perform their magic action.
Throw one of the cards from the lining onto the stack and pull a new one. If it was the covert card, the tightened card is also covered.
In this round, no black magic is possible, i.e. no player gets through the spells 3/7/13/15 Thaler.
One gets 1 thaler from the stock (if spell 2 was not chosen).
For 1 thaler you draw a card from the storage stack. If the storage stack is empty, you draw from the redrawing stack.
You get a treasure map from the treasure map stack (see Schatzkarten). Treasury cards only about this spell! If you have dealers, you can buy other treasure maps for 1 thaler per dealer.
If you have the least valleys, you get 2 valleys. This also applies if several players have the least valleys. However, if a player who was in the row had spent money and now the least valleys, you go empty.
2 thalers are obtained from the stock (if spell 2 was not chosen).
Protection against red attack spells: No red attack (9/12/14) can cause you something in this round.
Red attack spell: The co-player with most companions must one of his companions of Give choice. If the player with most companions is protected by protective spells (8/11), the player is attacked with the second most common companions, etc; if you have the most yourself, you first attack with the second most.
If an arbitrary card is thrown onto the draw-off pile, you will get 2 valleys.
Protective magic against red attack spells (9/12/14). In addition, if you're on the line, you can discover another adventure map. This can be selected completely normal by a follower.
Red attack spell: One steals half of the same (rounded) with most thalers. If the player with most valleys is protected by protective magic (8/11), it meets with the second-most valleys, etc. If several players have the same highest number of valleys, you can decide who you are stealing.
3 thalers are obtained from the stock (if spell 2 has not been chosen).
Red attack spell: This spell corresponds to magic spell 9. However, here Attackers choose which companion he steals.
This spell corresponds to magic spell 4: For 1 thaler you may be here 3 draw cards from the storage stack. In addition, he is subject to the spell 2 as a black spell!
Buildings have no other functions. They only give victory points at the gaming end.
Hut (5x): Brings only points in connection with the Queen (see companions).
Village (16x): Brings 1 victory point at the end of the game.
City (14x): Brings 2 win points at the gaming end.
Castle (12x): Brings 3 victory points at the end of the game.
There are two types of companions: The ones with a brown text box bring advantages during the game, companions with purple text field can bring additional win points at the gaming end. Several companions of the same kind multiply their corresponding property! At the end, each companion is worth at least as many victory points as are printed on his card - even if he cannot meet the conditions for the extra points.
All companions are present three times (exception: the witch is only available once).
Bronzesmith: By means of a bronzesmith are the worthless own bronze helmets (see Schatzkarten) worth a victory.
King: For at least 5 valleys, you get 5 extra points for each king.
Queen: There are 2 extra points for three different buildings.
Prince: For five of their own companions (also double) you get 3 win points.
Princess: For every companion you Multiple 2 win points are obtained.
Tax collector: Each of its own valleys reduces the score (6) by 1 (but not < 0).
Barde: For every co-player who has chosen the same spell, you get 1 thaler.
Bote: Every time you start the adventure phase (marker on 1), you get 1 thaler.
Dealer: If you choose Spell 5 ("Nimm ein Schatzkarte"), you can take another treasure map for 1 Taler.
Hellseherin: The hidden card of the flag is open to the owner of the clairvoy.
Witch: The witch can be exchanged for any card (also the covered). This can happen during your own course or in the preparation phase when the new card has been revealed - even before selecting the spells. For this purpose, the witch is simply pulled to the desired card in the edition.
Magd: Whenever you are the last in the adventure phase, you get 1 thaler.
Black magic: For each one chosen in this round (no matter who) successful (no magic spell 2 chosen) black magic one gets 1 thaler.
Söldner: If you lose a red attack spell (9/12/14) Thaler or companion, you will receive compensation immediately after the attack 2 Taler. If you are protected by a protective spell, you will not receive compensation.
Treasure cards can be only by the spell 5.
Bronze helmet (11x): In the end, the bronze helmet does not bring victory points unless one has one or more bronze forgings: Each helmet then counts 1 victory point per bronzesmith.
Bracelet (6x): Each bracelet brings 1 victory point at the end.
Kelch (5x): Each Kelch brings 2 win points at the end.
Treasure chest (2x): Each treasure chest brings 3 win points at the end.
Tarn cap (2x): With the camouflage cap one of his companions can be made invisible. This can happen at any time in the game. To do this, the camouflage cap is simply pulled with the mouse on the desired companion. The camouflage cap remains there until the end of the game (exception: Was the witch camouflaged and it is exchanged, the camouflage cap goes out of the game). This companion is now invisible to all others, he does not count with the number of companions. At the end of the game, the companion as well as the camouflage cap counts as well as the companion at the end for the prince/prinzessine evaluation.
If you use the camouflage cap only when you are attacked, the attack remains, only the camouflaged companion must not be chosen.
Magic Mirror (2x): With the magic mirror you can redirect an attack against the attacker. The attacker has to attack himself. The magic mirror goes out of the game after the defense.
If the attacker also has a magic mirror, the attack is redirected to the original target.