In a game of Dicke Dämonen the players are magicians trying to rule the world. Curiously this is a small world indeed because in the eyes of a magician the world consists of magical power lines and power fields only. There are four power lines – earth, fire, air and water. Wherever these lines enfold the space the power fields are created. Whereever the lines cross each other the corners of these fields materialize. (4 colored strings - each tied to a ring - are placed on the table at the start of the game - overlapping each other) The magicians summon ghosts and demons to rule the world. But at the start of it all nobody knows which type of creature will be the strongest.
- Ghosts – white creatures – appear in the center of a power field and wherever they are summoned everything freezes in terror. Neither ghosts nor demons may appear any more in a power field after a ghost is summoned there.
- Demons – wearing the colors of the power lines – appear in the corners of the power fields adjacent to the lines having their color. No demon will enter a field where a ghost was summoned.
Each magician summons – again and again - one of four creatures at a place of his choice and so the world fills up up with ghosts and demons. (ghosts and demons are wooden pawns drawn from a cloth bag) As soon as no more creature can be summoned any more the fate of the world is decided – and one of the colors will be the strongest. Only once in the game each magician may predict a color – one of the demon colors or the color white belonging to the ghosts. And each magician must predict a different color. (a player predicts a color by placing a pawn of the color in front of him) This look to the future costs a lot of energy. As soon as a magician predicts a color he will be harassed by fate and the other magicians. So it is an important decision which color to predict … and when to predict it.
The magician who predicted the color which is the the strongest in the end - rules the world ... of the Dicke Dämonen.
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