You Will Need: <ul><li>Players: 2-4 </li></ul><ul><li>Included: 1 Die, 48 Monster Cards, 8 Spell Cards, 8 Trap Cards, 1 Castle Game Board, 4 Player Pieces </li></ul>
Setting Up <ul><li>Set Up: Before play begins, the cards are separated by element – Light, Dark, Earth, and Wind. To each element pile, two spell cards and two trap cards are added. Shuffle the cards together and place them FACE DOWN outside their corresponding dungeon. </li></ul>
Game Play <ul><li>The object of the game is to escape the dreaded Castle of Doom. To do this, players must capture monsters from each of the four dungeons: Earth, Wind, Light, and Dark, which will unlock the exit door. </li></ul>
Game Play <ul><li>To begin play, each player rolls the die. Highest number goes first, and play continues to the left. Each player starts with their game piece in the corresponding dungeon. (Note: you are not allowed to enter the dungeon your piece is in on your first turn.) </li></ul>
Game Play <ul><li>Players must visit and collect at least one card from each dungeon, with a combined fire sphere count of 20 or above, in order to access the Exit. Play then moves to the next player. </li></ul>
Game Play <ul><li>The player rolls the die and moves the allotted number of spaces. Should a player land on a dungeon door space, they may enter the dungeon and draw a card from the pile; do not show your card to the other players. (Dungeon piles have a mix of monster, spell, and trap cards.) </li></ul>
Bridges <ul><li>Bridges: There are a series of bridges situated around the board to facilitate movement. A player may use each bridge ONCE during their turn. When counting out spaces, using the bridge is one ‘space’. </li></ul>
Spell and Trap Cards <ul><li>Spell and Trap cards: In each dungeon pile there are 2 Spell cards and 2 Trap cards. These cards may be played at any time, but require the player to skip rolling the die during their turn. To play either a spell or a trap card, the player places the card face down in the dungeon of their choice. The next player to enter the dungeon will activate this card. Spell and trap cards may be stacked in the dungeon. </li></ul>
Spell and Trap Cards <ul><li>A trap card, once activated, forces the player to return to their starting dungeon without drawing any cards. </li></ul><ul><li>A spell card allows the player who set the spell to blindly take one card from the player who activated the spell. </li></ul><ul><li>After using a spell or trap card, the card is deposited in the Graveyard. </li></ul>
Ending the Game <ul><li>Once a player has collected a card from every dungeon, and the total fireball count of their cards is 20 or above, they may exit the Castle of Doom. When a player reaches the door (they must roll the exact number of spaces needed), they will show the other players their cards in order to prove that they have the required elements to be allowed out. </li></ul>
Ending the Game <ul><li>If they have all the necessary elements, they win, and the game ends. However, if not, the will be required to go back and retrieve the necessary cards. </li></ul><ul><li>Note: The exit is the only space outside of the dungeons that may be ‘trapped’. </li></ul>
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