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INTRODUCTION: Alchemical Crystal Quest is a cooperative fantasy board game for | to 4 players. It is for ages 7 and up. Each player will take the role of an apprentice alchemist wizard. Preparing spells, collecting crystals and defending themselves from enemies. The Wizards can advance throughout history to achieve their goals, We will see more on this in the Campaign section. OBJECTIVE: In Alchemical Crystal Quest, the Wizards must resolve each objective that arises in a mission, and then advance to the next. At the end of the explanation of the rules, there is an introduction to the history. Each mission specifies, that although it will be playable in any order, it is advisable to play them in the form of a campaign. We recommend not reading this part of the book until you are ready to play every mission. Flame! Dippel attempted an alchemical mixture in search of go itchy dust xture was unsuecessfil, and it caused an explosion of smoke and fire! The incident left hhim with a giant banana permanently fixed atop his head. And since then, as he has not di remove it, his friends Ge rilttet fy Dee Griliteh beyan long before his other companions at the “Alchemy School. He repeated his courses many times because of his obsession with itchy dust, While his teacher Bluchat, taught him many differ mixtures for spells using all kinds of components, he remains determined to only use one, This is the reason f constantly itchy cars, Durlo is the y the school b goal of becoming a rd Guardian. He le Slaps to all the enemies. Wi zatd Ohee t 5 ‘The Wizard sheets show values for movement and defense, for normal and reduced conditions. In addition, it shows the movement and defense while the Wizard is riding his pet. Ifa Wizard is riding another Wizard s pet, the player will use the movement and defense values specified on that pet s card. Wizards attack values are spe d on each weapon or spell ecard. Every Wizard can carry an unlimited amount of items. There is no limit to their inventory. Defense in normal state (2 dice) Spells Defense and Movement spiral movement under shrunk in normal state state Life points Defense and movement Initial weapon . riding the pet. Initial Crystals When a Wizard is placed on top or adjacent to the square marked with the icon he can summon his pet. After doing so, place the pet miniature on the top of the pet square. The values that appear on the individual Pet Cards, specify the movement and defense ability of the Pets when no Wizard is riding them. The values of the pet attack, are specified on each pet accessory card. Pets can only take an equipped accessory, and one other accessory in their inventory. A Wizard can carry extra items with a pet. The Small movement and defense values on the Pet Card, specify the movement and defense of the pet when a Wizard that is not the owner is riding it. When a pets life points are reduced to zero, remove his miniature from the Board. You must invoke it to bring it back into play. Returning it's life points to full. Crystal value Life points Movement’ movement with a wizard that is no the owner Defense! defense with a wizard that is no the owner In the Bat Islands you will find 4 different types of enemies: Gamusino- Darkthony has manipulated the minds of these beings, to anxiously seek out any type of crystals. Fogosh They are the same as the normal Gamusinos, but they are equipped with a special rage that makes them burn in flames and throw out fire attacks! Nebulus: They will eecupy the skies, waiting for their opportunity to swoop down and steal crystals from the Wizards! Gobble: These creatures swarm across the islands. Although they have no evil intentions, they have ne qualms about eating your erystals and any others they find in their path. Each enemy type has a menu that specifies its movement, attack, and defense characteristics by spell level Life points Movement, defense and attack values: (evel 1) G ‘hrea fi Card Ss These cards are used to determine the target for the enemies turn. On the enemies turn, a player will pick up the top card from the Threat Card deck and resolve it. The card will indicate the Wizard to be targeted by the enemies this turn. Example: The threatened Wizard is Bananelf Gobble maves 1 d eats the After moving to the ‘ Serr suet This Gamusino Gobble atracks: moves | square Bananelf Ifa and collects the Gobble performs a " brown crystal successfill attack a pean on a Wizard, and the Wizard fails to defend it, the Gebble will eat all the Wizard s crystals. Immediately, attacks Bananelf, This Gamusino moves | square and ‘This Gamusino attacks Bananelf collect the brown crystal. Then moves directly, without moving Another square and attacks Bananelf, — A — These cards should be shuffled at the start of the game. When all the enemies on the board are defeated, the players will draw an event ecard. They will then place the new enemies specified on that card on the corresponding tiles (see each mission). Once you have placed all the enemy miniatures, the enemies will make their turn normally. Event enemy cards Place the miniatures specified depending on the spell level. Enemies squares are marked on each mission. There are different object cards types: Number of dice to attack Wounds inflicted per | impact on the die Crystals value Ranged/melee attack effect Number and color of crystals necessary to strengthen the attack. With an enhanced weapon, the impacts obtained Two Handed weapon ‘on the dice will cause 2 wounds At the beginning of the game, the wizards have the following initial weapon ecard, Each of them comes with 3 shots represented by tokens: Bananelf Grilitch Cornelius Some object cards can be used to win defense: Number of defense points that are added to the result of the dice if we get defense’ (+ 1 shield) Crystals value Number and colour of crystals needed to boost the defense. If we defend ourselves with powered helmet, we will add 2 defense points if the dice are successful The helmet has effect in all the tile Pets have initial weapons from the beginning of the game; Little Joseph Big Sam Litthe Duane Big Henry Object Cards MAGIC ITEMS: The magical object cards specify the effect that it has. You can find consumable objects or objects that can be retained between missions. For example, if the Wizards combine the wood and the feathers, they can build a winged boat to fly to the sky. This object is represented by a token, and it’s a group object. More artifacts or magic items can be found along the campaign, and will be specified on each mission where it will appear. —A— Speff Cards Every Wizard has a personal spell. Only the individual Wizard can use this spell specified on his character sheet. Personal spells are level 3. To learn them, the Wizard must learn spells of level land 2 before. Wizards can perform any of the remaining available spells, that they can learn through the Alchemist Book, Number of dice that must be thrown to carry out the spell, and wounds that it causes per hit The spiral shows the required crystals and its location in the Wizard sheet” Ranged or melee to perform the spell iat attack Number of crystals needed to learn the spell. When not Crystals needed to boost the attack, and wounds that it causes when it's enhanced. Bananelf pen Personal spells: specifying the color of the crystals, the player ean choose to pay with any color Heward 8 and Dice REWARD CARDS: Reward cards are the prizes that the Wizards will win each time they defeat an enemy. There are 3 types of Reward Cards, level 1, level 2 and level 3. The player will receive the Reward Card that corresponds to their current level. one card per defeated enemy. COMBAT DICE: The following icons, which goes directly to the effects that produce the cards of weapons, spells and pet accessories can be found on the dice: One hit | Two hits X Two shields % Two paws One shield One paw The faves with paws are considered impact if a Wizard attacks when his pet is invoked Also it is considered as a shield if the Wizard defends himself when his pet is invoked, The paws are considered impact or shields too when a pet attacks or defends itself. ‘Terrain tiles represent the environment that drive the Wizards in each mission. Placement is specified in each of them, and sometimes, is complete with scenery tokens. Some tiles: $ okens Along the way, the Wizards can find tokens they can int There are several types of tokens: Scenery tokens: The Foundry shop or Pet Hairdressing shop At the cost ef'a normal action, a Wizard can flip the tab to gain access to its interior. There is a table of objects and accessories that can be purchased to receive upgrades, weapons, spells, items for pets or potions, Wound tokens: They serve to highlight They can be equipped to your inventory the current state of health and can be used at the cost of an action. for the Wizards, pets or enemies. If a character matches or exceeds their health valueto the number of wound tokens, the character is out of combat Alchemist Book of Crystals: Dimensional Portal: Itis a token that represents the It is a token that represents the Alchemist Book. If a Wizard is exit to the next tile placed in an adjacent square of in the same square, he may buy spells of the level that is shown in the book. Character tokens: They represent the Wizards in reduced state and wizards reduced riding the pets Also, they represent the enemy generation points. 888 Game Copfigura tion Each player chooses a Wizard and takes the corresponding charaeter sheet and miniature The players will create a general reserve of crystals and place them by the game board that is within reach of all players. Each player takes their starting crystals from this reserve, Starting crystal information can be found in the centre of the Wizard sheet. Search for your initial weapons from the object cards, and deal the appropriate card that corresponds: to each Wizard. Take tokens of ammunition for each weapon. Before the game begins, each’ Wizard must have a weapon card and 6 crystals equal to those that appear on their sheet. 666 Separate the following eards into their respective decks, and place them on the table within the reach of everyone (don't forget to shuffle each deck separately): Object canis Spells (level 1) Spells (level 2) Spells (level 3) Rewanis(level 1) Rewards (level 2). Rewards (level 3) a Game Or opfigura ten Choose a mission in the "Campaign" section. It is recommended to start with the tutorial mission, before the history. Place the tiles as specified in the mission section, Place all the tiles in the indicated position. Place objective tokens as specified on each tile. Place the wound and potion tokens within reach of all players, Place pet cards and enemy cards near the board Place combat dice near the board Place character sheets in front of each player. Place crystals on the appropriate tiles, following the map configuration. Place Wizard miniatures in the start squares. Each mission spec h of the Wizards is the initial player. Each Wizard will then take their turns counterclockwise,After the Wizards tum, the enemies take their tums, ‘They take their actions one by one until all have completed there turns. The game continues this way until it's end. First the Wizards take their turn, followed by the enemies. s wh GAME OVERWIEW (EXAMPLE) G epera| Gopcep ts At the start of the game, all Wizards are at level | of magical wisdom. (Learners!) The Wizard spell card (level 3) specify the personal spell of each Wizard. To use this spell, players must first learn it. To do so, Wizard must learn spells of level 1 and 2 before, since the personal spell of each Wizard is level 3, While Standing in an adjacent square or in the same square of the Alchemist Book, and paying the number of crystals which meets the level of the book (as specified in the Book token), the player can choose which spell to learn from the spell cards of that level, Personal spells are not interchangeable between the Wizards, e. ae —a HOW DO THEY AFFECT THE LEVELS? To raise their magic level, the wizards must learn spells from spell books. (Leaming 1 spell from each spell book to achieve level 3!) When a Wizard levels. up, all the enemies also level up, aswell as the rewards for defeating enemies, This only applies to the Wizard who has raised their level. Thus, each wizard may only access the rewards of its current level.Once a spell from a level 1 book are learned, the Wizards can go to the next level Book. A Wizard becomes a veteran when they have learned 3 spells, I for each level. Learned spells can be used at any time during, a turn, at the cost of a CRYSTAL ACTION. Place crystals in the spiral of the Wizard sheet, in the position specified by the spell card. Once used, a player will return the crystals from the spiral to the reserve. The crystals can be stored in the spiral indefinitely, until a player decides to use the spell. Spell recipe placed on the Wizard sheet (CRYSTAL ACTION) At the beginning of each round of turns, a THREAT CARD will be revealed. The THREAT CARD will indicate which Wizard will be the target of the enemies for that round. When the threat deck is exhausted, players will shuffle it and place it face down to form a new deck for following turns, [fa revealed threat card targets a Wizard that is currently KO, ignore it and draw again WIZARDS TURN Each player cam perform 3 different actions with their Wizard on his turn, in any order that the player chooses, ‘These acti ns are the following; Move action. vig Normal action, = Crystal action, (See Wizards actions) The player can perform 3 actions during their turn, but are not obligated to use them all. Ifa player decides not to use the 3 actions, those not used are lost. The action of movement can be interrupted to perform any other action, and then be resumed. Thus, for example; If we have 4 steps of movement and we use two, and then we stop to-carry out an attack, ‘oul can return to move the Wizard the other two steps 10 complete your move action. Pet action: ; During each tum, Wizards can perform a mave aetion withtheir pet, whenever it is invoked. The movement of eaeh pet is specified on its card. ENEMIES TURN: ls The player who controls the Wizard being threatened that turn, will be responsible for maving all the enemies and performing thelr actions Each enemy has two actions, These actions are the follawing: Move action. Attack action, ae Enemies will move towards the threatened Wizard, If they reach a square adjacent to the target Wizard, they can attack, IPat the beginning of the enemy turn, there is un enemy miniature adjacent to the threatened Wizard, the enemy will not make its move action and shall be limited to its attack action only. If a Wizacd not currently being threatened interrupts the path of the enemy toward the intended Wizard, the enemy will atlack that Wizard instead. Once there are no enemies left.on the board, players must resolve an enemy event card and perform the action indicated by the ard immediately. and always at the beginning of the new enemy turn. (See enemy event cards), Enemy events will always mateh the Magic level of the Wizards, If all the Wizards are at level 1. the event will be level 1. (Remember: If one of the Wizards ist level 2 and the rest on level 1, the enemy event will be level 2, since the level of the event is always resolved by the Wizard with the highest level) WIN OR LOSE Wizards win the game if they comply with and achieve the objectives that are listed in the chosen mission. They will lose if all the Wizards are defeated available to them each turn. They are divided into 3 categories, Normal actions, crystal actions and movement actions. Each Wizard can da‘one of the actions from each category, in the order that the player chooses. Actions are explained below. There are also free actions that we will see laley NORMAL ACTION: ATTACK: The Wizard can attack one or more enemies, with weapons that they have equipped. The attack and the range of each weapon is specified on each card. SUMMON PET The wizard must be positioned on or adjacent too the "Pet Square" to summon its pet, Place the pet miniaturd in the pet square once summoned. If a Wizard invokes his personal pet, the player does not have to pay a cerystal cost. If the Wizard invokes any other pet, the player must pay the cost of that pet to-the general cry'stal reserve 4 “ RIDE A PET - Ifthe Wizard has summoned a pet, and is currently reduced in size, he has the ability 1 ride it. Pet Defense and movement values are specified on the rd sheet. If the Wizard is riding a Per other than his personal, ‘one, he uses that Pets Defense and Movement, indicated on it's card by the smaller number values {sce pet cards) COMMAND A PET DAP When the wizard is in control of a pet, he may command it to perform certain actions (sce pet actions) OPEN A DOOR. ‘When a Wizard is placed in front of the Pet Hairdressing shop or Foundry shop, he may spend an action to flip the token to reveal the interior. To-enter a shop you must spend a movement point Enemies ean nat enter the shops. The Wizards may spend ane turn inside a shop. "ACTIVATE A LEVER: The Wizards may activatea lever to open dvors, extend bridges and perform ether actions as specified in the missions. ENTER A PORTAL: Portals connect different map tiles. To enter a portal and reach the opposite tile, a Wizard must spend an action. To enier and pass threugh a porial, there may be no enemies-on the tile DRINK POTION If-& Wizard is wounded and possesses a normal healing potion, he may drink this potion, or give it to his pet to drink. The potion recovers points equal to the amount specified on taken RELOAD WATER GUN: ‘When a Wizard has an empty water gun, they may replenish their ammunition by being adjacent to.a water square and by spending an action. To reload a gun with boiling water or mucus, a Wizard must do so fram an adjacent square, Unless he is wearing the "Fast Shoes” If.a Wizard is wearing "Fast Shoes!’ he may ented a boiling water or mucus square and refill his Water gun for free, Otherwise he must be in an adjacent ‘square and spend an action, If'a Wizard enters a boiling water tile without the "Fast Shoes" he receives a wound, IF he enters the mucus square, he become stuck RECOVER A TEAMMATE K.O: ‘Whea a Wizard loses all its life points, lay the miniature on its siden the file where he was KO. Anoth Wizard may, on their turn, revive this Wizard by using a life potion, (i he has one in his inventory). The healed Wizard, will recover as many points as indicated on the potion token. CRYSTAL ACTIONS: LEARN A SPELL: Throughout the missions, the Wizards will come across 3 different Alchemist Books in which they will Jearn spells. To learn a spell, a Wizard must be in an adjacent square-to a book token. They must then check the erystal cost of the spell they want to learn. Once chosen, the player will pay the spells crystal cost and place the erystals into the crystal reserve. Search the spell deck, and take the selected spell card. (CREATE RECIPE: When a Wizard has-one or more spell cards, the player can utilize the recipe on the card by using any erystals they currently have and placing them on the spiral of their Wizard sheet, The player places the Tequired crystals from their reserve in the spiral, as specified an the card of the spell they have chosen to use. The player may keep the crystals on the sheet until they decide touse the spell, Once used, the crystals will be returned fo the general crystal reserve. ATTACK WITH A SPELL: Once a Wizard has a spell recipe created on its spiral, the player can perform an attack on one or more enemies (depending on the effect of the spell). Once the attack is resolved, the Wizard will return the spent. crystals from the spiral to the general crystal rescrve, POWER UP A WEAPON OR OBJECT ‘The Wizards may use crystals to power upa weapon or object before carrying out an attack. The sequired Crystals have to be placed on the top of the Weapon/object card to vain the effect, Once the attack is carried out, the crystals will be returned to the general crystal reserve. The Wizards may enhance objects and weapons for defense. A Player must place the required crystals on the card of that object or weapon, Prior to the enemy turn. IF the Wizard is attacked by an enemy, it can make use of the weapon or object for defense purposes. Once the attack of the enemy and the defense of the Wizard is resolved, the erystals will return to the general crystal reserve. Note: Wizards can also power up the objects of their pets BUY-SELL, The Wizards can buy and sell items and weapons in the Pet Hairdressing shop or Foundry shop. The cast 1s specified. on each weapon/object card. This action is restricted to one purshase an each turn. To purchase an item, itis necessary that the Wizard has the appropriate crystals to purchase the desired object, and thenpay the cost 1o the general crystal reserve. If'you wish to sell an item, the necessary crystals but be in the general crystal reserve for you to take. Otherwise, it shall be deemed that, that object is not of interest ai that time to the Foundry or Pet Hairdressing shops. You can buy and sell all items, potions and spells that havea crystal value. The Wizard can buy and sell items with their companions, provided that there is interest among the two players, This can be helpful to-assist a teammate, so they can attack or defend themselves better on their nnesttur, In any ease there is no free exchange of objects of value between players, Pets can also buy and sell among players MOVEMENT ACTION: Every Wizard has a normal movement valu: and anather for movement while small. Depending upon their current condition {Big ot Smally they must use one or the-other, The movement value is the amount of squares-a Wizard can travel. A Wizard cam imterrupe its: mavement wo perform an action and then continue maving. The movement can be in any direction, ohogocul sand diagonal. Some squares have restrictions; Water: A Wizard in its normal state can crass water squares: normally Ihe Wizard is in a small or reducod state, sd cnlers.a water square, he will lose his movernent and wall Be rapped in the squtre But will be invisible to enemies Ihe threatened Wierd during the eneray tum is "Hidden in a water squats, players amust-draw anew threat-card. Te get our of the water square, the Wizard musst return 10 poral size: IPthe a Wizard is mounied on a pel, the water veil not affect its movement Bailing water: Ifa Wizard in normal size goes over a bailing water square. he lose a movement point and a life point. Ifa Wiad isin a reduced or saall state, they will lose their movement ‘and will bs trapped in that square, In addition they ‘will lose 2 life points, If ths Wiai as the Fast shoes, he will las nether movement oF life points, xegaudless of the stats in which he is. Mucus Ifa Wizard enters the mucus square, the Wizard will lose the rest of its movement and will be glued. On the next tarm they must spend two movement points to get out of that square. This wall affect the Wizad in any it's states or sizes. and if he is riding a pet. The mucus docs not affoct the Wizard in normal, fr reduced size if they are wearing the fast shoes, Pets wall stil became stuck, even ifthe Wizard riding it kas the Fast shoes, Elevation: To overcome am elevation in the Field a Wizzacl nwast sper ‘yo movement poims, Trapdoor When 1 Wisued is reduced in size, they cam putup a trapdoor to slip berwsen the bars and appear on the opposite flap. Hatches should be equal, This movement can be performed riding a pel. Going fram a trapdoor to another, costs 1 poin of movernen REDUCE-INCREASE SIZE: The Wizard can reduce its size at any time during their turn. If they are reduced in size, their movement and defense are specified on their character sheet. While the Wizard is reduced, he can not perform attacks, except if it is riding a pet. If the Wizard is reduced, it can increase its size at any time during the current turn. When a Wizard reduces himself, he ean continue using the normal movement. A reduced Wizard will use his reduced movement value when perform a complete turn in reduced condition. EXCHANGE CRYSTALS AND OBJECTS WITHOUT VALUE: “At any time during a turn, a Wizard can give or receive crystals or ammunition that they have picked up from the floor. They make exchange with any Wizard on, or adjacent too the square they are on! © © 22°. COLLECT CRYSTALS AND AMMUNITION FROM THE FLOOR: When a Wizard moves through a square containing crystals or ammunition that has been dropped there from a previous attack, these objects become the property of this Wizard. When a Wizand (except Bananclf}, an enemy ora pet enter ima square in wich there isa banana token, the character will slip and falling to the ground. twill use all the actions of its next tum to stil up, PETS (WITHOUT RIDER) ACTIONS: When a Wizard commands its pet to perform an action, they may be one of the following: ATTACK AN ENEMY; The pet can attack an enemy Using one of theif Weapons. Range and umber of dice are specified On each weapon card. ‘ TRANSPORTING CRYSTALS TO INVENTORY: \ Pets can transport 5 crystals to their inventory, The Wizard who has a pet carrying crystals, can command the pet to take the crystals to the pet square. Onee the pet enters the square, the crystals will pass directly to the Wizard s crystal reserve. The pet must have enough Movement to reach the square, whether it is unmounted, or if the Wizard is riding on it. Otherwise, if the pet does not reach the square, the action will be lost. Ah PETS (WITH RIDER) ACTIONS: When a magician is mounted on the back of a pet. you can perform the following actions: ATTACKING AN ENEMY: The attack will be subject to the range of the weapon that the Wizard chooses. Whether it is the Pet's weapon or another weapon that is available. a GO TO THE SKY: ud oe ¥ In some missions the Wizards must ascend to the heavens to reach certain goals. If the Wizard has a flying pet, it can take flight when the mission specifies it can. A Wizard with anon flying pet must find wood and feathers toomake the wing boat. Once built, the Wizard and the pet can climb into the TInt, flight. ar During each enemy turn, each enemy can perform two actions: Move action: The enemies will do a move action, according to the movement value that they have on their enemy card, orthogonal and diagonally. Attack action: Enemies will conduct an attack action whenever they have a chance. Enemies will stop their movement to attack if they come into range of a target Wizard. If the enemy turn begins with a threatened Wizard within the range of the enemy, they will execute an attack without using their move action. If an enemy cannot move or attack, they will lose those actions. Tey ‘When a Wizard attacks an enemy with normal attack action, it must alwaysuse the weapon that they have equipped. Ha Wizard sells his main weapon and has no other, it can not make a weapon attack: Each weapon card specifies the range of the weapon, The enemy must be within that range to be able to be attacked, ‘The ammunition thatis spent in the attack, will fall to the floor, in the Inst square that has an enemy, except ammunition of water and mucus, which is lost. ‘The water weapons, can use water, boiling water and mucus as ammunition. The Wizard can choose whiel ammunition is used in each attack (if he has different ammunition types) ‘Attacks can be performed with a weapon powered by enystals. Each card specifies the number and color of the crystals needed to power up the weapon, and the extra damage that takes place when the powered attack is done. ‘When a Wizard attacks with a pet invoked, that is adjacent to orn the same square as the Wizard, his attack will have +1 attack die. The Dog Paw dice icon, Will serveas a hit if the Wizard has & pet invoked, regardless if the pet is adjacent to orin the same square, or not When a Wizard attacks, and there are multiple enemies in range of the weapon, it will perform a circulation of attacks for each of them, spending a single nonmall action, with a sinyle shot When a Wizard attacks riding & pet, he can. choose whether to attack with the weapon they are carrying and have cquipped.or with the weapon the pet is carrying, Spell attack: J ‘A Wizard can attack with a leamed spell, that is previously prepared in its spells spiral, located in the center ofits character sheet, Each spell card specifies the range, dice used to attack and damage that it causes, Ifthe Wizard has a conjured pet and it is adjacent to or in the same box as the Wizard at the time of the attack, the pet provides +1 die fo combat. The dog paw on the dice icon will be counted as impact to the enemy, evemif the pet is not adjacent to or in the same box off ivard. The spell attack is always a CRYSTAL ACTION Defense: = ‘When a Wizard defends an enemy attack, it will use the number of dice that appear on its character sheet beside the icon located in the upper left part of the sheet Ifa wizard has a claimed pet adjacent to or inthe same box, at the time of the defense, the pet will provide +1 dig to it's defense, * ‘Ifthe Wizard has conjured a pet, the dog paw iconjon the dice act as shields, although the pet is not adjacent or in the same bor. ‘Attack and defense af the enemies are specified on it's enemy card: The enemies will defend themsel wes from attacks by the Wizards or pets with dice that are specified on its card, and slays using the values that correspond to the level of magic in which the game is in at that ‘moment Fromypi tion Banana hammer Add +1 shield Add +1 shield when Wizard when Wizard defends himself, defends himself, if the dices roll if the dices roll is successful is successful Full tile effect, Full tile effect. Pirate hat Discard after Add +2 use. movements points movement points Mucus and Boiling, Only for aerial Water not affect tiles, Duane or movements Little Joseph Pets required —

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