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Game overview
The princess is enchanted and has been asleep for 100 years.
You will travel to the castle together to rescue her. To reach the
castle, you must rst cross a water moat. Then you have to pass
by a dog and a guard. Then there is a closed door with a dark
tunnel behind it. Finally, the princess has to be woken from her
enchanted sleep!
Luckily, you will nd dierent useful things on the way. Together
you can think up how to use these to overcome the obstacles.
But... in the meantime it is slowly getting dark. In the night you
can’t travel safely. Will you succeed to reach the princess and
break the spell in time?
Contents
Game board, game rules, 4 pawns, 1 die, 6 night cards, 6 obstacle
cards, 24 cards with useful things (1 to 24), 12 encounter cards
(A to M) and 12 blank cards.
Preparations
Put the game board on the table.
Find the 12 pink cards with useful things (1 to 12). The other
36 small cards are put in the box, they are not used in this
game. Shue the pink cards and form face down sets of
3 cards. 3 near the 3 trees, 3 near the mountains, 3 near the
houses and 3 near the bundles of straw. Take care that no one
knows which card is where!
Put the 6 night cards (the puzzle) next to the board.
The other 6 large cards are put on the board, on top of the
smiling princess. First the sleeping princess, on top of it the
tunnel, then the door, then the guard, then the dog until only
the castle with moat is visible. The colour of the cards may
help you to nd the correct order.
Each player chooses a pawn. Put each pawn in a dierent
corner, on a moon space. Decide together who may start the
game.
Playing
1. Roll the die to see how many space you can move. Move
clockwise, following the edge of the board.
2. When you land on a village space (houses), a forest space
(trees), in the elds (bundles of straw) or in the mountains,
you can turn up one of the cards lying there. Decide together
whether you want to use this useful thing (see below). When
there are no more cards, nothing happens. Your turn is over.
3. The rainbows are lucky spaces. When you land here, you can
choose one of the four places to turn up a card.
4. When you land on a moon space, it slowly gets dark! Take one
of the 6 night cards (the door is the last one) and put it on the
right spot on top of the castle.
5. Now is the next player’s turn.
The useful things
6. When you have turned up a card, you can try to overcome the
obstacle that is lying on top at the moment. At the start of the
game, this is the water moat.
7. How can you overcome the obstacle with this useful thing?
Tell the other players how you want to overcome the obstacle.
Use your imagination to think up a short story. You may ask
the other players for advice.
8. If all players agree that you have found a good solution, you
may remove the obstacle card and put it in the box. The useful
thing is also put in the box.
9. Each glowing thing (like a candle or a rey) can be used to
overcome an obstacle but instead they can also be used to
chase away the darkness! Remove one night card from the
board and put it back besides the board.
Put the useful thing in the box.
10. A useful thing can also be saved for later use. The card remains
in its place, face up. As soon as any player comes by, he or she
may choose this card instead of a new card.
Game end
11. If you have succeeded to wake the princess from her
enchanted sleep, then you all win. The princess is very happy
for being saved!
12. The night has its own beauty and magic. But at night it is
too dark to nd useful things, to overcome obstacles and
to save princesses. Therefore, the game also ends when it is
completely dark. When the last night card (the closed door)
is put on the board before the princess is woken, the game is
over. You did not succeed in rescuing the princess. Time to go
home and get some sleep. Tomorrow we will try again!
Memory game
For some extra challenge, turn back the useful things that you
want to save for later use. Help each other to remember which
things are where!
Additional cards
Once you have played the game a couple of times with the pink
cards, you can replace them with the blue cards (13 to 24). Or
make your own set of 12 cards, keeping the number of glowing
objects at no more than 3. The blank cards can be used for
creating your own resources and skills (e.g. patience, strength,
swimming, ...). You can also use them when a card is lost.
Description of the cards
1. Candle 13. Torch A. Witch
2. Candle 14. Lantern B. Jester
3. Firey 15. Glowworm C. Beggar
4. Flower 16. Feathers D. Thief
5. Magical potion 17. Fairie E. Queen
6. Ocial letter 18. Flute F. Minstrel
7. Key 19. Log G. Comet
8. Bone 20. Bread H. Farmer
9. Diamond 21. Rope J. Wizard
10. Boat 22. Cloak K. Innkeeper
11. Glasses 23. Shovel L. Freule
12. Horse 24. Map M. Merchant
PrincessPrincess
co-operative fantasy game
2 to 4 players • age 4+ • duration about 15 minutes
7

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