Winx Club: Competitive Rules
Object of the Game: Players score points by defeating the Trix during a midnight battle. The player who scores the most points before sunrise is the winner!
Set up and play the game just like for regular play, EXCEPT :
SET UP
- Each player chooses a different colored scoring band to put on the Score card.
- Players remove any Magix cards with an asterisk (*) at the end of the card number from their Decks (like: WNX-M11*). These cards are intended for cooperative play only.
- Magix cards apply ONLY to the player who plays them.
- Each player will hold SEVEN cards in her hand instead of six cards.
- Each player rolls the Trix die to see who goes first. Highest number goes first. Re-roll ties.
PLAY
ON YOUR TURN
- Draw cards from your Deck so that you have SEVEN cards in your hand.
- You may play Winx, Power or Magix cards in front of you according to the basic rules, but DO NOT loan Power cards to other players.
- Starting with the player on your left, you may ask for one specific Power card you need. If that player has the card you asked for, she MUST give it to you. You must immediately play the card in front of you if you get it. Continue asking each player until you either ask all the other players or decide to stop asking.
- If the arch on a Winx card you're trying to match is a particular color, you MUST ask for that specific character and that specific power, like "Stella Courage" or "Musa Friendship".
- If the arch on a Winx card you're trying to match is a Rainbow Arch, you may ask for "Any Happiness" or "Any Charm", but you MUST immediately play the card you get and you MUST match it to a Rainbow Arch.
- You may continue to ask other players, even if you didn't get the Power card you asked for from one player.
- You may ask each player for any Power card you need.
- Whenever you take a Power card from another player, you must first perform the POWER PLAY on that card.
- You may discard Magix cards that you don't want to hold in your hand, but you may NOT discard any other cards.
- When you run out of cards in your Deck and must reshuffle your Discard Pile, YOU must move your Sun Ring over one finger, the other players don't move their rings.
- If you do not play any Winx or Power cards or discard any Magix cards, you MUST discard your entire hand and move YOUR Sun Ring over one finger.
- You may play Magix cards on your OWN turn, but not at any other time.
IF YOU GET A WINX READY FOR BATTLE
- The symbols on the Trix die apply ONLY to the player who rolled them. If a player rolls a Sun Ring symbol, ONLY that player moves her Sun Ring. If a player rolls a Key symbol, ONLY that player's Winx escape from Cloud Tower.
ENDING THE GAME
- The game is over when any player's Sun Ring has moved across all five fingers and comes off her thumb OR whenever any player has scored 40 points.
- When the game has ended, each player who is still wearing a Sun Ring should figure out her Sun Ring Bonus. To do this, count the number of times you must move your Sun Ring until it comes off your thumb. Score five bonus points for each move. The Sun Ring Bonus may put your score over 40 points.
|