There's turmoil in Wonderland! That crafty magician Merlin likes to test the apprentices. Merlin's tricky tasks make for fun tests of memory! Animals are hiding under the nine magic hats. Merlin determines which animal has to be magically found.
Lets start with the zippy tour straight across Europe! Students travel by train, car, plane or boat and try to visit, as quickly as possible, four of five European capitals in order to collect postcards.
The spritely imp, Hotchpotch, has buried precious treasures in the Land of Numbers. The number dwarves immediately set off to search for the mysterious treasure. By counting, they approach their target and sometimes the fairy Forget-Me-Not helps them.
BRRRMMMM, the motors are revving. The red light jumps to green and the vehicles set off at full throttle. Watch out! Oil slicks on the circuit means the cars risk skidding. Which lucky player will be the best at bluffing and using good tactics to finish the round first?
The animals want to show how good they are at making tall pyramids! Players must be steady and precise. Who will position the penguin on top of the crocodile, the sheep on top of the penguin, the serpent on the sheep?
The children walk with dwarf Colorful through the vivid Colorland. They visit the red dwarf, the green one ...Who will be the first to collect the presents? A fantastic educational game collection for 2-4 players about recognizing and classifying colors.
Whoever shows some bravery when rolling the dice will bring his team first past the target line and win the magnificent Turbo team trophy. But watch out! From time to time a "doo-doo" blocks the way and an emergency stop is necessary because whoever steps in it loses precious time!
The game board is a ballroom in which six princesses are waiting to be chosen by the prince. The active player rolls a color die and places the prince in front of one of the princesses and asks her to dance.