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Witch Dance 10 Player Travel Game

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All
A1
P1P
X2D
X1E
X1
H2D Pro
P1S
H2C
X1 Carbon
H2S
H2D
P2S
A2L

0.2mm layer, 6 walls, 25% infill
0.2mm layer, 6 walls, 25% infill
Designer
8 h
4 plates

Open in Bambu Studio
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11
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Released 

Description

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Required: 1x Dice

 

Game accessories: 10x 3 witch hats

 

2-4 players: 3 witches

5-10 players: 2 witches

 

Everyone places their black witch pawns on the respective starting space of their witch color on the outside of the dance circle.

Everyone still knows where their own witches are - but that will soon change.

 

First Dance Steps

The oldest player starts by rolling the dice and moves their first witch clockwise into the dance circle according to the number rolled. You may not roll again on a 6.

 

As long as witches are still on the starting space, these must first be brought into the dance circle, even if your own witches are in the way and need to be reset. Only then may the other witches be moved. (The board must be filled)

 

Everyone can move any witch pawn once they are in the dance circle, as all figures look the same.

 

Goal of the game

The goal is to bring your own witch pawns to the departure paths in the inner part of the dance circle, observing the following rules:

 

You can move onto the departure path with any dice roll, meaning excess dice points are forfeited.

 

Everyone may only move onto their own departure path.

 

You may only move forward on the departure path. When dancing back, you must stay in the dance circle and possibly dance past your departure path.

 

Once in the goal, the witch is turned over and revealed. If a wrong color was brought to the goal, it is placed in the opponent's goal. (Luck for your fellow player)

 

The winner is the one who has all their witches in the goal.

 

"Throwing Out"

If a witch wants to move to an already occupied space, the witch standing there must dance back 7 spaces. If this space to which the witch dances is also already occupied, she must dance back another 7 spaces, and so on….

 

The dancing-back witch is revealed and shown to all players.

 

Game tips for confusion

Anyone who occasionally moves other witches confuses their fellow players and may thus be able to bring their own witch to the goal unnoticed.

 

You can move other witches who are close to their goal past it so they have to take an extra round.

 

Sometimes backward is faster than forward. Throw out your own witches and run backward in front of your goal. (But beware, your witch will then be revealed and everyone can recognize the witch.)

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