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Game end
At the end of a round
Every me it is your turn again as the starng player, the ghost clock reminds you
that you have to move Willy the Warden Ghost. Never forget that! Move him as
many spaces forward, as the number of arrows shown on the space on which the
Warden Ghost is standing. Only aer you have done that you can roll the dice.
On the stairs
When you creep into the school you must be especially quiet. So shush! If at the beginning of your
turn you are on the stairs in front of the school, you are now on your own. Do you sll remember
where the Lumies are hiding? Carry out your turn as usual, WITHOUT any help from your fellow
players! You are sll allowed to use magic poons and dice enchantments, however.
At the wizards' school
Once your wizard student has reached the interior of the wizards’ school, Willy can no longer catch
you. You don’t roll the dice anymore, but you can sll help your fellow players sear-
ching for the Lumies, as long as their turn does not start on the stairs.
There are 2 possible ways of ending the game.
1. The game ends, when all your wizard students are at the school. Willy
didn‘t catch you and you have won together!
2. If, during the course of the game Willy the Warden Ghost moves onto/
over the space of one or more wizard students, then he caught you!
That will surely have consequences and unfortunately, you have lost
together. But go ahead and try again!
We want to thank all wizard students, in parcular Aditya, Amel, Amit, Andi, Babs, Bas, Benne, Chamila, Chaminda, Chrisan, Claas,
Fabi, Heidi, Isabella, Jorid, Jürgen, Jule, Laura, Loe, Mara, Matze, Mayelle, Nancy, Nathan, Nina, Paula, Robert, Silas, Ste, Teresa,
Theo, Thilini, Tina, Uller. Sincere thanks go to Philipp Kolho, who gave our magic scienc balance thanks to custom-made soware.
Special thanks go to Master Wizard, Demian, who provided the idea and was an indefagable test student.
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