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A journey of encounters
Expansion for the Princess game
Game overview
On your way to the castle you will still nd useful things, but
now you will also have various encounters. Some encounters will
be of help, others will complicate your mission! Each journey is
dierent. Who will we encounter this time?
Preparations
First, select a set of 12 useful things that you want to play with.
Then add the 12 yellow encounter cards and shue these 24
cards. Place 4 face-down piles, each consisting of 6 cards, in the
village, the forest, the elds and the mountains. The rest of the
preparation is the same as for the basic game.
Playing
1. Follow the rules of the basic game, only now there are
encounter cards mixed with the useful things.
2. When you may turn up a card, you take the top card of the
pile. If it is a useful thing, you can immediately use it or keep it
for later use. If you want to keep it, put it face up next to the
pile. Later in the game, players can choose to take a new card
from the pile or one of the exposed cards next to it.
3. If you have turned up a yellow card, then you have an
encounter. Read the text below to nd out what happens!
After the encounter, the yellow card is put in the box.
4. Now is the next player’s turn.
The encounters
A: You meet a
witch. For one round, she changes you into...
(imagine an animal into which she might change you!). In this
state, you cannot travel further, so your turn is over. In your
next turn, the enchantment is over and you can join in again.
B: You meet a
jester. He upsets everything! All cards on the
board are shued and then stacked evenly in 4 piles on the
4 spaces.
C: You meet a
beggar. Donate one of the turned up useful
things. Put that card in the game box.
If there aren’t any
turned up cards, put the beggar on the bottom of the pile and
take the next card.
D: You meet a thief. “Your money or your life!”. Hand over the
resource that was last turned up. Put that card in the box. Or
run away and move 6 spaces ahead. Continue your turn there.
If there are no turned-up cards, put the thief on the bottom of
the pile and take the next card.
E: You meet a queen. She invites you all to a royal party! All
pawns move to the place where your pawn is.
F: You meet a
minstrel (a musician). You dream away at his
wonderful music. As you open your eyes, you see a rainbow!
Take a new card from one of the four piles.
G: High above a
comet appears which chases away the darkness.
Remove one night card from the board and put it back besides
the board.
If there are no night cards yet, put the comet on
the bottom of the pile and take the next card.
H: You meet a farmer. He takes you to his barn full of useful
things... You may retrieve one of the previously used cards
from the game box! Replace that card next to one of the
four piles.
If there are no useful things in the box yet, put the
farmer on the bottom of the pile and take the next card.
J: You meet a wizard. With his magic, he turns one moon space
into a sun space! Choose one of the moon spaces and lay the
wizard on that space. For the rest of the game, when you land
there he will charm away one night card!
K: You meet an
innkeeper. After a chat and a refreshing drink
you will hit the road with new energy. The next player may
choose where to go without throwing the die!
L: You meet a
freule. She helps you to nd your way. All players
may put their pawn on a space of their choice. This is where
they start their next turn. Your own turn is over now.
M: You meet a
merchant. He has many useful tools that he
wants to trade for one of your useful things. Together you
think up something he can give you to overcome the obstacle
that lies currently on top... If you all agree, the obstacle card is
immediately removed! The useful thing that you have given
him in return is also put in the box.
If there are no turned-up
cards, put the merchant on the bottom of the pile and take
the next card.
co-operative fantasy and strategy game
2 to 4 players • age 6+ • duration about 20 minutes
Colophon
© 2016 Sunny Games.
This game is a license version of the game ‘Princess’ from Family
Pastimes, Perth, Ontario, Canada.
Original game rules © 1986, Jim Deacove (Family Pastimes).
This version and expansion © 2007, Steven Michiel Rijsdijk (Sunny
Games) and Anne Mijke van Harten (Earth Games), Loenen,
Holland. Thanks to Jim for the ‘comet’ and some other suggestions.
Translator: Steven Michiel Rijsdijk (Sunny Games).
Illustrators: Jim Deacove, Coral Nault (Family Pastimes) and Tim
Mathijsen.
Designer: Jeroen van Dijk (2DSign), Noord-Scharwoude, Holland.
Producer: Nederlandse Spellen Fabriek, Medemblik, Holland.
Publisher:
Sunny Games
Keizerfazant 54
1704 WL Heerhugowaard
The Netherlands
+31-72-5747825 (072-kristal)
info@sunnygames.eu
www.sunnygames.eu
Max the tomcat
1-8 players, age 4+
Bird, Mouse and Chipmunk are
trying to reach their homes, but
Max is coming after them! An
exciting strategy game for all
ages.
Secret Door
1-8 players, age 5+
We try to nd out what
valuables are hidden behind
the secret door. Then we can
prevent them from being stolen.
A co-operative memory game.
Sandcastles
1-8 players, age 5+
At the beach we build beautiful
sandcastles! A tactical game
that entices the players to make
up their own variations of the
game.
Mount Everest
2-6 players, age 7+
Form a team of mountaineers
and climb to the summit
together! A good team can
overcome all kinds of troubles.
An exciting strategy game.
Eyes of the Jungle
1-12 players, age 8+
How can we conquer the
dangers of the jungle? An
exciting game in which strategy,
creativity and co-operation go
hand in hand. The fantasy of the
players leads to new stories all
the time.
Pinch the Poachers
2-5 players, age 8+
The poachers are trying to catch
wild ducks, boars and deer. We,
the forest keepers, are not going
to permit that! We will arrest
them before they can even
catch one animal. An exciting
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Some other co-operative games by Sunny Games
8

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