START!
Everyone starts here after picking a Number from 1 to 6 and a Character Class. Numbers and Classes cannot repeat.
Classes are:
Chosen One: You cannot be Banished to the Blackrealm.
Dragonkin: The Dragon will let you pass no matter what.
Guildmaster: Thieves have no effect on you.
Immortal: Instead of dying, you simply skip 1 Turn.
Merchant: You start with 3 random Items (except Wands of Wishing) on top of the guaranteed Gem of Life.
Rogue: Traps have no effect on you.
Thief: You can steal Items from other Players, unless they are a Guildmaster or wear a Grounded Cloak. You can steal only once from each Player.
Watchman: You start with your Numbered Key, and Keys cannot be stolen from you by Thieves (board or Player).
Each Player also starts with a Gem of Life.
TURNS?
When it's your Turn, you can:
1. Ask the GM to roll a dice, and move the amount of tiles rolled by the dice.
2. Use one of the Items: Rubber Hand, Flashbang or Wand of Wishing.
3. Steal 1 Item from a Player, if you're a Thief.
BANISHMENT!
You're instantly Banished to the BLACKREALM!
BLACKREALM!
You remain herem, unable to do anything, unless someone gives up a Gem of Life to free you. You can also use your own Gem of Life to escape the Blackrealm.
Blackrealm has enough space for only one person, meaning that if someone else gets Banished, you're immediately freed.
TRAP!
A dice is rolled:
1: You're Banished to the BLACKREALM!
2: Exploding Door destroys 1 item you own!
3: Evil Spell paralyzes you and causes you to skip 3 Turns!
4: Magic Tornado tosses you backwards 5 tiles!
5: You fall into a Spike Pit and die, you fool!
6: Stunmine goes off, knocking you backwards 1 tile and forcing you to skip 1 Turn!
CHEST!
A dice is rolled:
1: You gain Dragon's Ticket!
2: You gain Gem of Life!
3: You gain Winged Sandals!
4: You gain Key with random Number!
5: You gain Ring of Awareness!
6: You gain Grounded Cloak!
7: You gain Enchanted Protector!
8: You gain Jester's Key!
9: You gain Rubber Hand!
10: You gain Flashbang!
11: You gain Wand of Wishing!
12: Lucky! Roll two more times!
GATE KEYS:
There are seven Gate Keys; six bear numbers of Players, and seventh is the Jester's Key.
You need (your number) Key or Jester's Key to pass the Gate at the end of the game.
ITEMS:
Dragon's Ticket:
The Dragon will take this instead of his usual payment to let you pass through tile 50.
Gem of Life:
Whenever you're Banished, die to Spike Pit trap (5), or get burned by Dragon's Fire, you can use up Gem of Life and get back to game.
This means that if you die to Spike Pit or Dragon's Fire and have no Gems of Life left, you lose the game!
Winged Sandals:
Spike Pit and Stunmine traps (5 and 6) have no effect on you.
(number) Key:
Allows the Player with (number) to cross the Gate.
Ring of Awareness:
Evil Spell and Stunmine traps (3 and 6) have no effect on you.
Grounded Cloak:
Thieves cannot steal from you, and Magic Tornado trap (4) has no effect on you.
Enchanted Protector:
You cannot be Banished to Blackrealm, and Exploding Door trap (2) has no effect on you.
Jester's Key:
This key allows anyone to cross the Gate.
Rubber Hand:
You can use this to steal an Item of your choosing from another Player.
Flashbang:
You can use this to stun another Player and cause them to skip 2 Turns.
Wand of Wishing:
You can use this to get 2 Items of your choice - except Wands of Wishing, of course.
THIEF!
A coin is tossed.
If its Tails, you lose 1 Gem of Life.
If its Heads, you lose 1 Key.
Nothing happens if you do not have the item the thief is trying to steal from you.
SHOP!
The Shop starts with 3 random Items in it, except Jester's Key and Wand of Wishing.
A Player that lands on a Shop tile can barter their Item(s) for Item(s) from the Shop on 1-for-1 ratio.
The Shop is persistent thorough the current Game; any Items left there by a Player can then be bartered for by another Player who visits the Shop.
PORTAL (to X)
When you land on a Portal tile, you automatically move to the tile number X.
THE DRAGON!!
The mighty guardian, the Dragon, demands you hand over 3 Items if you wish to pass through his tile.
If you have Dragon's Ticket, he will take only that item instead.
If you cannot pay the Dragon, his fiery breath pushes you to tile 49 and burns you to death (wierdly, this counts as passing the Dragon, too)!
Once you've passed the Dragon, he will never ask you for items again, even if you somehow land on his tile once more.
THE GATE!!
If you land on this tile, and have a Key with your Number, or a Jester's Key, you traverse the Gate and win the game.
Otherwise, nothing happens.
0: START!
1: -
2: CHEST!
3: PORTAL (to 10)
4: -
5: CHEST!
6: -
7: TRAP!
8: -
9: TRAP!
10: -
11: BANISHMENT!
12: PORTAL (to 22)
13: -
14: TRAP!
15: THIEF!
16: TRAP!
17: SHOP!
18: THIEF!
19: PORTAL (to 27)
20: -
21: TRAP!
22: -
23: PORTAL (to 13)
24: CHEST!
25: SHOP!
26: TRAP!
27: -
28: CHEST!
29: THIEF!
30: -
31: TRAP!
32: BANISHMENT!
33: -
34: PORTAL (to 20)
35: THIEF!
36: CHEST!
37: -
38: SHOP!
39: TRAP!
40: PORTAL (to 46)
41: TRAP!
42: -
43: THIEF!
44: PORTAL (to 33)
45: CHEST!
46: -
47: BANISHMENT!
48: CHEST!
49: -
50: THE DRAGON!!
51: SHOP!
52: TRAP!
53: -
54: THIEF!
55: -
56: TRAP!
57: CHEST!
58: TRAP!
59: TRAP!
60: THE GATE!!!
61: PORTAL (to 55)
62: PORTAL (to 53)
63: PORTAL (to 49)
64: PORTAL (to 46)
65: PORTAL (to 49)
66: PORTAL (to 53)