In the heart of this wondrous metropolis stands the Unseen University. In the heart of the Unseen University stands the Library. And in the heart of the Library stands an Ape, although like most Orangutans its posture leaves a lot to be desired. Currently, however, the curvature of his spine is the least of the Librarian’s problems. The greatest treasure housed within the stark, aged walls of the Unseen University is missing. His first worry is how he will explain to the Wizards Council that the Octavo has been stolen. Especially since, as an Ape, he has a vocabulary of one word, “OOOK !” But he fears more for the consequences that may befall the entire Discworld if the eight ‘Great Spells’ are not returned to their rightful place soon. As word of the theft spreads through the streets and alleys, Captain Vimes of the City Watch assembles his men. “I’m sure you are all aware of my feelings on these matters, however it falls to us to ensure the spells are found and returned to where they belong. Nobody wants something that powerful to fall into the wrong hands. The Thieves Guild have denied any involvement in the theft and are offering to assist in finding the spells. The Assassins and Fools Guilds have done likewise. Even the Alchemists, possibly the only people to dislike magic even more than myself, realise the danger we are facing, and have offered their help. I have given you all instructions on which of the Great Spells you are looking for, and need each of you to work with one of the guilds to find out what you can, and get me those spells.”
IT’S THAT SIMPLE. …………Or at least it would be if this wasn’t Ankh-Morpork. Pitted against the other players, who will be all out to return the spells first and will be just itching to use their new found Guild abilities on anybody who might get in their way, and the everyday perils of life in the busiest, most populated and least law-abiding city on the Discworld, things are never quite that simple. Throw in trolls, saboteurs, cut-throat street sellers and an 800-pound set of luggage thundering around the city on hundreds of tiny legs. Here begins an action packed, fast-paced adventure through the streets of Ankh-Morpork in which the players will need all their wits just to survive the day, never mind retrieving the spells and saving the Discworld from looming destruction.
Contents: Rulebook, 6 Player’s Guides, 1 Playing Board, an 8-sided die, 6 coloured playing pieces, 18 Attribute Markers (red cubes), 25 Great Spell Markers (gold cylinders), 5 Plastic card holders. 178 cards, and a whole lot of cardboard counters.
No. of players: 2-6
Playing time: 120 minutes