Tabletop Simulator

Tabletop Simulator

Not enough ratings
Magic Cocktail
   
Award
Favorite
Favorited
Unfavorite
Game Category: Board Games, Card Games
Number of Players: 4
Tags: 4+
File Size
Posted
Updated
184.395 KB
7 Jan, 2019 @ 12:46pm
7 Jan, 2019 @ 1:14pm
2 Change Notes ( view )

Subscribe to download
Magic Cocktail

Description
Magic Cocktail
An enchanting mix for 4-7 players aged 8 and over

In Zaubercocktail you slip into the role of magicians and mix magic cocktails.
Chance has played some ingredients into your hands. Now everyone has to improve his supplies by skillful negotiation and determined exchange with the others. Many ingredients of the particularly rare varieties are better.
BUT!... with every exchange you also help your competitor!

------------
Rules

Game objective:
The players collect ingredients in the individual rounds and receive magic points for them. For these points, they advance on the magic path with their stones. The winner is the player who is furthest up the path at the end of the game.

Game preparations
- Each player takes a set piece and places it on the large square starting field in the middle of the board.
- The 8 recipe cards (above the board) are shuffled face down. Then three cards are counted. The counted cards are mixed with the 'Magic Lightning' card and placed under the pile of the remaining recipes.
- The ingredient cards are shuffled well and placed face down under the game board on the designated space.

Course of play

The game is played in several rounds. After each round, points are awarded and a new round is rung. As soon as the Magic Lightning appears, the game ends immediately!

Course of a round:
-----------------------
At the beginning of each round, players draw cards from the ingredient deck.
In the first round each player draws 10 cards, in each further round only 5 cards are drawn.
When all players have their cards in their hands, a recipe card is revealed, which informs about the scoring at the end of the round.
The game begins!

All players act simultaneously. They try to exchange ingredients. Everyone calls out their offer aloud and tries to find exchange partners. An offer can consist of anything, but must always be offered and exchanged in accordance with the goods.

Examples:
---------
One: "I'm looking for three Blue Smurfs and give them a Faran leaf."
Two: "I can give you a white berry, but I'm desperate for silver grass."
Three: "For a golden rose, I'll give almost anything you want"

Once two players have agreed to trade, they swap their ingredients as agreed. If one of the players should give in other ingredients than agreed upon, the exchange partner calls "STOP!
The game is interrupted briefly. No one is allowed to trade on now. The "wrong" trade is reversed and the "cheater" must return a square on the game board with his piece. After that it goes on normally.

End of a round:
--------------------
If a player believes he no longer needs to trade, he places his magic stone on one of the white oval squares on the board. Once three magic stones have been placed, the round ends and it is evaluated (for 4 players, the round ends when two magic stones have been placed).

Each player must now bring at least 2 cards from the cards in his hand to the scoring.
Each player may:
- Lay out at most 2 different types (ingredients)
and
- Each variety (ingredient) laid out, must be
be at least 2 cards.

The "Black Something" has a joker function. They count for any ingredient, but may never be played alone, but only as a supplement to a "normal ingredient". If a player does not have two ingredients of one kind, he must announce this aloud and show his cards to all other players to prove it.

The value of the ingredients is added together.
- Players with the highest results move forward on the game board according to the recipe card that is face-up. Only the best three players move forward.
- The player with the lowest result must move his piece back accordingly.
- If a player has not laid out any ingredients, he also goes back like the last player.
- The player who laid his magic stone first and thus dropped out of the negotiations first may additionally move 2 squares forward if he is among the best three (4-5 players) or among the best four (6-7 players). If he fails to do so, he must move back two squares. The squares that are moved forward or back are added to the current recipe card.

If there is a tie, the player who has dealt the most cards wins. If there is still no clear winner, the players draw one card each from the ingredients table. The most valuable card wins. The cards (which resolved the stalemate) are then placed under the ingredient pile again.

When all players have finished placing their pieces on the Board, all ingredients played are placed on top of each other, shuffled and placed under the pile of ingredients. All players remove their magic stones from the game board.

The round starts all over again:
Draw ingredients, uncover recipe card, trade, score.

End of the game:
------------
As soon as the "Magic Lightning" is revealed on the recipe cards, the game ends immediately. The player with the highest betting piece on the board wins the game. If a player reaches the last square of the board before the Magic Lightning, the game ends prematurely.