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The Enchanted Tower

The Enchanted Tower

Regular price $55.00
Regular price $65.00 Sale price $55.00

Save $10.00

^Prices shown are exclusive to our online store.
Buy now, pay later in 4 instalments of $13.75* or from $10/week with

No. of Players

4

Age:

5+

Mechanic:

Bluffing

Theme:

Fantasy

No. of Players

4

Age:

5+

Mechanic:

Bluffing

Theme:

Fantasy

Ack, the princess has been captured once again by an evil sorcerer!

iconFree delivery on orders over $75
iconUnopened? 30 days returns

Description

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.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 The Enchanted Tower, 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?

Shipping & returns

Good Games uses Australia Post for shipping of orders across Australia as they have the widest reach and offers our customers conveniences like Parcel Lockers, Parcel Collect, and mail redirection.

  • Standard is shipped using Australia Post eParcel Post and generally takes between 1 - 4 working days for most parts of Australia. The is a tracked shipment.
  • New Zealand shipments are sent via Australia Post International Standard and take between 3 - 14 working days for delivery. This is a tracked shipment.

Christmas cut off dates

NSW, QLD, VIC, ACT, SA 12 December
NT, WA, TAS 10 December

Orders placed after these dates may not arrive in time for Christmas

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Price match
Regular price $55.00
Regular price $65.00 Sale price $55.00

Save $10.00

^Prices shown are exclusive to our online store.
Buy now, pay later in 4 instalments of $13.75* or from $10/week with
iconFree delivery on orders over $75
iconUnopened? 30 days returns

Christmas cut off dates

NSW, QLD, VIC, ACT, SA 12 December
NT, WA, TAS 10 December

Orders placed after these dates may not arrive in time for Christmas

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