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B) You have found a wrong Lumie?
What a shame, unfortunately that was not the right one. Your turn ends here.
For each correct Lumie you found before this, move your wizard student for-
ward by 1 space and then turn back all open tree les. Now it is the next
player‘s turn to roll the dice.
C) You have found a ghost?
Oh dear, you have walked right into a ghost trap! Your turn ends here. For each
correct Lumie you found before this, move your wizard student forward by 1
space and then, unfortunately, also move the Warden Ghost forward 1 space.
Turn back all open tree les. Then it is the next player‘s turn to roll the dice.
Do the dice you rolled also show one of the two special symbols? You do not have to look for this on
the tree les. Instead carry out the corresponding acon:
Magic poon and dice enchantment
If Willy the Warden Ghost comes dangerously close, you can use the available magic poons and/or
dice enchantments at any me. Decide together if and when you use them.
Magic poon: Move a wizard stu-
dent of your choice 1 space forward
(without spending a magic poon).
Ghost trap: Move Willy the
Warden Ghost 1 space for-
ward at the end of your turn.
Magic poon: Move your wizard stu-
dent, or that of a fellow player, 1 space
forward. Spent magic poons are re-
moved from the game.
Dice enchantment: Re-roll all
the dice. Spent dice enchant-
ments are removed from the
game.
6


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