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Enjoying the verzauberte Turm @ Spiel Essen 2013
When you are painting your minis and your daughter asks you to paint her mini too!
Noah, age 4, drew this depiction of the "boy" (left) just missing out on getting the key from the Wizard (right) while trying to save the Princess in the tower (center). We use this image to roll the two dice on now and it lives proudly in the box :)
Der verzauberte Turm, Drei Magier Spiele, 2012 – princess ejection! (image provided by the publisher)
Found the key.
Enchanted tower, teaching my little one
Der verzauberte Turm @ Spiel 2012
Game play @ Spiel 2013
Mother and Son @ Spiel 2013 in Essen
Back of the box. Devir edition (Catalan/Portuguese/Spanish)

The Enchanted Tower (2012)

Players
2–4
Best: 2
Playing time
15–25 min
Age
5+
6.60
Average rating
1,496
Ratings
1.13/5
Weight
#3807
BGG rank
Top 5,000
Alternate names:De betoverde toren +12 more
Designer:Inka Brand, Markus Brand
Artist:Rolf Vogt
Publisher:Gigamic +12 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 9, Interaction 7, Complexity 2.3, Theme 6
Strategy5.0
Luck9.0
Interaction7.0
Complexity2.3
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

FantasyDiceBluffingChildren's GameRoll / Spin and MoveDice Rolling

Overview

Ack, the princess has been captured once again by an evil sorcerer! She should really stop hanging about in places where she can be captured so easily. Well, that's neither here nor there for now – let's get out there and free her from the enchanted tower.

In Der verzauberte Turm, one player plays the sorcerer and at the start of the game he hides a key under one of 16 spaces on the game board. The other players collectively take the part of Robin, who tries to find the key before the sorcerer can reach it. No matter who finds the key first, though, that player gets to try the key in one of the six locks on the tower; if he chooses the right one, the princess jumps free of the tower and that player wins. If not, the sorcerer hides the key once again, and everyone moves back to their starting locations.

The sorcerer starts the game on a supplementary movement board that takes him eight spaces to cover, giving Robin time to search various locations first for the key. (Robin and the sorceror are apparently magnetized, and when the character passes over the key location, the key will "clack" to its underside.) How do the pieces move? Each turn the sorcerer rolls a symbol die that shows which character moves first that turn; the Robin players take turns rolling a number die, which has values for both Robin and the sorcerer. Thus, they jockey back and forth to reach a location that only the sorcerer knows. Will the princess find freedom once again, at least for a little while?

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