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Djinn

Djinn

Normale prijs £45.95
Normale prijs £54.95 Aanbiedingsprijs £45.95
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UK Orders

Free UK Shipping on all orders over £100

Orders under £100 charged £2.99 for Royal Mail Tracked 48

Orders over £100:

Royal Mail Tracked 48    £0.00
Royal Mail Tracked 24    £4.99

These prices are subject to change, the final charges will be visible in the checkout before you finalise your order. We aim to ship all orders placed before 3pm Monday to Friday, within 24 hours. Our standard shipping method for the UK is Royal Mail Tracked 48.

Faster shipping options can be purchased at the checkout - Royal Mail Tracked 24 is available, as is Royal Mail Next Working Day by 1pm.

EU Orders/Rest of World Orders

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Thank you to our valued customers in the EU and the Rest of the World for your support.

Shipping costs are calculated at the checkout.

We no longer charge VAT (sales tax) for orders outside the UK. You may be charged your local sales tax on entry to your country and could be charged duty on products manufactured outside the EU and UK.

We aim to ship all orders placed before 3pm GMT within 24 hours. The default shipping method is 'Standard Delivery'. This is a reliable airmail service with no tracking. Transit times for non-UK orders can be very unpredictable. Royal Mail state to aim to deliver these parcels in 3-5 working days but it can take a lot longer.

If you refuse to pay Custom Duties and Tax if required by your country's government, the parcel will be returned to us. Please note, any charges incurred by Meeples Corner for the return of the parcel will be subtracted from the total refund amount.

For EU and the Rest of the World, if available, faster tracked shipping options can be purchased at the checkout. If you require a faster delivery than we are offering please contact us at info@meeplescorner.co.uk as we may be able to help.

Djinn Details

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    • Verified Player reviews
    Prevent a bunch of Djinns from stealing your Source of Magical Power inDjinn , the new board game fromBenjamin Schwer .
    Once your ancestors found or created a source of magic - the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.
    Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call "Djinn", have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.
    Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets...
    InDjinn , you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.
    In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six "Boss Djinn" have been captured and removed from the map, then you score points for all captured Djinn.
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