Flow of the game
１．Preparations stepIn this step, prepare for planning cord's decks, hands and biscuits.

２．Planning stepIn this step, all players act at the same time.
You do not have to wait for the other players to do your next move. Each to his own.

Players with cards in hand can do the following● Place a planning card in your drawer● Discard all your hand cards(only possible if you have a spell card in hand)● Use the special power of a spell(only possible if you have a spell card in hand)Players with no cards in hand can do the following● Take cards from the carriage(only possible if you have less than
5 planning cards in your drawer)● Draw cards from your deck

(only possible if you have less than
5 planning cards in your drawer)● Drop out of the planning step

３．Building stepIn this step, players take turns to build villages.

1

Determining play order
All players take one card from their drawer, and reveal
them simultaneously.

2

Building a village
The turn player takes the planning cards from his drawer andplaces them in their village (above their working board).

1st - 3rd round

４th round

４．Scoring
VP from each building
VP from level 5 buildings

VP from level 3 buildings

VP from biscuits

VP from objective tiles

The player with the most VP wins. In case of a tie, amount of biscuits isthe tie breaker.

Rule manual

It's graduation period in the magic school.
The question is whether you, the students of this school,
will be able to pass the final exam,
and be allowed to call yourself proper mages.
The final test is to create a prosperous village for your familiars!
You must gather the resources in the forest, and build magic treehouses.
The more, and the higher, the better.

Contents2Story

p. 2Components

p. 3

Preparations

p. 4

Victory conditions

p. 6

Flow of the game

p. 6

１．Preparations step

p. 6

２．Planning step

p. 7

３．Building step

p. 10

４．Scoringp. 12Components
6 Forest tiles

1 biscuit tray

Front
（Day）

1 sub board

Back（Night）

4 Working boards

4 carriages

10 objective tiles

96 planning cards
80 buildings (5 colours)

8 pipes

1 turn order tile

VPfamiliarposition
icon

8 spells

levelcolourordericoneffecticon

40 familiars

20 biscuits

2 manuals

3Preparations
１

2 Sub board

Magic forest

3 Objective tiles

１55sub board. Put 4 piles of biscuitsin the tray; in a 3 player game
there should be 2 biscuits ineach pile, in a 4 player game 3

Biscuit tray

Put together the 6 forest tiles.

Place the biscuit tray near thebiscuits in each pile.

This is called the "magic

67forest".
See to that either all tiles areface up or all tiles face down.

Deal 1 working board to eachplayer.

You can choose the order

7freely. For your first play, it's
recommended to use the front
side of the tiles.

Each player places 9 familiars of
the same pattern on his working
board, and 1 on the turn ordertile beside the magic forest. (The23order is irrelevant, as this will

4

Place the sub board besidethe magic forest.

change later).

Turn order tile

Randomly pick 1 brown objec-

10

Villagetive tile and 1 green objective
tile, and place face up on theCarriage

8This tile is called the "personalobjective". Each player can always

called "common objectives".

look at his own objective.

For your first play, it's recom-

On 3 players, the remaining brown

mended to use the biscuits

aren't used in the game; put
them back in the box.

objective tile isn't used in theWorking board

6

7 Familiars

game; put it back in the box.

99

Trash can* Cards in the trash can
are always face up

Brown objective

4Drawers
the sub board. At the start, it

Deal 2 biscuits to each player. On
3 players the remaining 6 biscuits
aren't used in the game; put themback in the box.

8Green objective

Put the turn order tile nearplayer takes 1 tile at random andboard.

The objectives placed here are

The remaining green objectives

objective tiles face down. Each
places face down on his working

sub board.

objective tile.

Shuffle the 4 remaining brown

10

Put 1 carriage between eachplayer. On 3 players, theremaining carriage isn't used in
the game, put it back in the box.

should point in clockwiseorder.

45

Victory conditions
The winner is the player who has most Victory Points (VP) at the end of the fourth round.
Ties are broken by number of biscuits. In case of a continued tie, the youngest player is the final
tie breaker.

Flow of the gameThe game is played in rounds.
Each round consists of the preparations step, planning step and building step, in that order.

１．Preparations step
The first round, take all planning cards, the second round and onwards, take all planning cards remaining
on the working boards and the carriages, shuffle them face down, and divide them in equal decks as
many as there are players. Each player takes one of these decks, and places on his working board.

Each player draws 8 cards from his deck to his hand. Players should not look at their hands at this point.

Finally, take the lowest numbered pile ofbiscuits from the biscuit tray. This is thisround's biscuits. Spread them out so they
are easy to take.

This concludes preparations step.

6

２．Planning stepIn this step, all players act at the same time.
You do not have to wait for the other players to do your next move. Each to his own.

The eldest player says "start!" and players look at their hands and start.

Players with cards in hand can do the following● Place a planning card in your drawer
Choose one non-spell planning card in your hand, and place on your working board, on thedrawer space, and place the remaining cards on the carriage tile on your left or right, dependingon the turn order tile arrow.
If there already are cards on that carriage, place the new ones on top of the old.

Clockwise● Discard all your hand cards

Anti-clockwise(only possible if you have a spell card in hand)

Place all your cards in hand in your trash can, in one pile, face up, with the spell card on top, visible.

7

● Use the special power of a spell(only possible if you have a spell card in hand)(only possible if you have a spell card in hand)
Announce "I whistle!" or "Stop!" alound, and play out the spell so that all can see.
All other players must immediately stop and follow the effects of the spell. Players who are in
the middle of an action must finish that action first, though. Players who have dropped out ofthe planning step are not affected by the spell.
When the effects of the spell has been resolved, the spell is put in the trash can.
Then, the player who played the spell says "I snap my fingers!" or "Restart", and the players
can resume their playing.

Stop!
List of spell effects●Turn order switches
direction●Discard a drawer card

Turn the turn order tile upsidechoose a card from theirdown, to mark that thedrawer and place in theirdirection has changed.

trash cans.

Cards on the carriages stay

Players with no cards inwhere they are, and are notdrawer do nothing.

All players simultaneously

moved.

●Place all hand cards oncarriage●Exchange drawerwith storage

All player place their cards in

All players who wish may

hand on the carriage in theswitch places between one

direction of the turn order.

card in drawer and one card

Players with no cards in handin storage. This is not

do nothing.

mandatory.

●Discard a hand card
All players simultaneously
choose a card i n hand andplace in their trash cans.
Players with no cards in hand
do nothing.

8Players with no cards in hand can do the following● Take cards from the carriage(only possible if you have less than
5 planning cards in your drawer)

Take the cards from the carriage in the
opposite direction of the turn order arrow (i.e.
those between you and the player "before you"in the turn order.)● Draw cards from your deck
(only possible if you have less than
5 planning cards in your drawer)

Draw 4 cards from your deck of planning cards.

● Drop out of the planning step
Announce "I'm done!" and end your part in theplanning phase. Then take one of the biscuits
for this round, if there are any left.
Players who have dropped out of the planningstep will wait for the others to finish.
The last player to finish his planning stepdoesn't get a biscuit.

What's the biscuits all about?
When someone drops out of the planning step, cards on the carriages will stop moving, and won't travel topeople who haven't finished yet. Players can give a biscuit to a dropped out player to move the planning cards
from the carriage that the droppped out player would take from, to the carriage that the dropped out player
would leave cards on.

12* If the game stalls, because all players want to wait for another player to do something, then the oldest player must make a move first.

The Planning step will continue until, normally, all player have 5 planning cards in their drawers.
* Players who do not have 5 planning cards in their drawers, must take as many cards as he has less than 5 planning
cards in his drawer, from his trash can (taking spells is not allowed), show them to all other players, and then put themback in the box. When doing so, he must take the cards with the highest possible play order number.
If he does not have enough cards in his own trash can, he takes from the next player's trash can, in the turn order.
All these cards go out of the game and will not be used further in the game.

9３．Building stepIn this step, players take turns to build villages.

1

Determining play order

All players take one card from their drawer, and reveal them simultaneously.
The play order will be in number order on the revealed cards (lowerst first, then next lowest etc). Rearrange
the player's familiar pawns on the sub board to reflect this play order.
The revealed cards go to their respective trash cans.

Play order2

Building a village

The turn player takes the planning cards from his drawer and places them in their village (above theirworking board).

Building a building● Players can always build any numberof level 1 buildings. They are always
placed beside other buildings, even if
they share colour and level.

Levelcolour● For each building with "place familiar", theplayer can place one of his familiar pawns
in the magic forest (see page 12).
If the area the familiar was placed in had[Place familiar]

Resource

juicy apple
spider web

resource icons, that means the player isgathering that resource.

light shroom
lizard's tailbat fang

● Any building can be flipped face down to
be a [VP 0, level 1] building. Any effecton the card's front side is ignored.
Building of any color's level 2 can beplaced onto this card.

10● Buildings of level 2 and above canonly be placed onto cards of thesame colour and of one level lower.
The level of the building rises, but
the effect of the card below remains.
Therefore, when placing a card on
top of another, let the effect icons of
the card below still be visible.

● Pipes are placed so that they connect twobuildings.
As a base rule, a pipe placed will not move.
However, players with [move pipes] are allowed
to always move a pipe, when they want to.

Blue level 4[move pipes]

Players with this effectcan always move theirpipes.

● Players with building cards they don't want tobuild at this point can put them below a cardwith a "Storage" effect. Each Storage can only
hold 1 card.
Planning cards in Storage can be built just as if
they came from the Drawer.

Effects concerning Storage
Each colour, level 2[Storage]

Purple level 4[Unlimited Storage]
This Storage canhold any number ofcards.

* Buildings that are not connected to anything by pipes can always switch places with each other.

11

Rules for placing familiars

Effects concerning
placing familiars●You can always
place in theoutmost areas.

Each colour, level 1[Place familiar]
You can place a familiar●You can place inRed level 4[Breeding familiar]

areas that areconnectedtoWhen you build a level 3,another area inyou can place a familiar.

which you alreadyhave a familiar.

Yellow level 4[Flying familiar]●You cannot place in areas where there already is

When you place familiar,
you can place a familiara familiar.

in any unproductive area.

[Place familiar]
You can place a familiarin an unproductive area.
In this time, the effectof [Flying familiar] isenabled.

Players may not leave unused cards in their drawers. When all cards have been used, their turn ends.
All players build their village in play order, and when all players have had their turn, the building step ends.

When the building step ends, that concludes one round; prepare the next round.
Repeat this, and when the fourth round has been played out, proceed to scoring.

４．Scoring
Each player calculates their score●Building VP

VP from each building

Only the VP of the top card in

VP from level 3 buildings (see later)

each building is considered.

VP

VP from level 5 buildings (see later)
VP from objective tiles (see later)●Biscuit VP

VP from biscuits

Every 3 biscuits is 1 VP.

The player with the most VP wins. In case of a tie, amount of biscuits is the tie breaker. If it's still a tie, theyoungest player of those tied wins.

12●VP eﬀects of level 3 buildings
The special effects of level 3 buildings lets you gain VP from connecting alevel 1 "Extract Potion" and a level 3 "Potion into VP" with pipes.

Each colour, level 1[Extract Potion]

Green level 4

When the player is collecting 2 of the specified resource[Change 3 coloured potion]

colour, he gains potion of that colour.

If you supply a purple potion, youResources are gained by placing your familiars in the forest.

gain a red, blue and yellow potion.

If you supply that potion to a level 3 card, you will gain VP.

You will need to gain purple potion

The resources in question is just a prerequisite; they are notwith another building, and connect

consumed by this.

it to this building with a pipe.
The purple potion is not consumed.
The potion gained in this effect, issupplied to level 3 [Potion into VP]of this building, it meets theEach colour, level 3prerequisite.

[Potion into VP]

You gain 3 VP if this building is supplied with the specfied potion.
The potion is a prerequisite and is not consumed.
Even if you supply 2 or more potion by connecting several
buildings, you will still just get 3 VP from each "Potion into VP" card.

Important notes
The specified potion can be gained by a "Extract Potion" in another building.
In order to supply a "Potion into VP" building with the right coloured potion, you need to connect
those buildings with a pipe.
If you connect 3 or more buildings together, all supplied potion is supplied to all those connectedbuildings. Remember that a pipe cannot be moved unless specified by a special rule.

Gain 2 resources in the Magic forest

A building level 1 effect turns it
into potion

Connect the potion extracting building
with a level 3 building that can turn that
potion into VP.

You gain 3 VP.

13

●VP eﬀects of level 5 buildings
The conditions for gaining VP from level 5 buildings vary with colour

You gain 1 VP per building of precisely level
3 you have.

You gain 1 VP per familiar you have in anunproductive area.
You count those even in the outermost areas.

You gain 1 VP per pipe you have.

You gain 1 VP per card you have in your Storage.

You gain 1 VP per colour of potion you extract (max 5).
This is calculated from your whole village.
The potion extracting buildings do not need to be piped to this building.

●VP from objective tiles
All players can gain VP from the common objective tiles. The private objective tiles can only give VP tothe owning player.
Each objective tile will only give VP if one player has single most. In case of a tie for most, no one
gains the VP. Also, getting the VP is mandatory. You can't choose not to lose VP.

You get 3 VP if you havethe single most juicy apples(resource).

You get 3 VP if you have

14

You get 3 VP if you havethe single most biscuits.

You get 3 VP if you havethe single most spider

the single most buildings ofwebs (resource).

level 2 or higher.

You get 3 VP if you have

You get 2 VP if you havethe single most lightthe single most of thatshrooms (resource).

resource.

You get 3 VP if you have

You get 3 VP if you havethe single most lizard's tails

the single most colours(resource).

among yoru buildings.

You get 3 VP if you have

You get -4 VP if you havethe single most bat fangs

the single most buildings of(resource).

precisely level 1.

●Example of scoring

After the fourth round, the game looks
like this.
This is how Keita's score is calculated.

Building VP
From the left: １+５+13+２+１=

22 VP

VP from buildings level 3
He has 2 buildings that are suppliedwith the right potion

３+３=

６ VPVP from buildings level 5
He has a blue level 5 (number of pipes)

２ VP
VP from objective tiles

Commonobjectives
Hayato has
6 biscuits

Biscuits

Has not most

CommonBat fangs

Has single mostPrivate

Light shrooms

Tied for most

０ VP
３ VP
０ VP

Biscuit VP

Hiroki has
4 biscuits

Keita's village

Common

１ VP

4 biscuits

Privateobjective

Total

34 VP

One Draw Co.,ltd
303 WhiteHeights Komine,
2-34-15 Touhoku, Niiza-shi,
Saitama-ken, Japan 352-0001
Produced by: One Draw
Game design: Hiroki Kasawa
Box design: GOO
Graphic design: Tansan & Co
Manual design: Keita Komiyama
With help from: Mero Zaizen
Special thanks: Yirli'kumde
English translation: Zimeon
Director: Hayato Kisaragi

15