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Batman

2-4 players

Includes
1 game board
2 dice
4 character pieces
45 Bat cards
40 villain name strips

Objective
Be the first player to defeat all of Gotham’s greatest criminals and take down the Joker.

Spaces
Catwoman: Roll a die to challenge Catwoman. If you roll a 1 or 2, collect a Catwoman villain
name strip. If you roll anything else, end your turn. If you already own a Catwoman villain
name strip, you may choose to end your turn or play to gain another Catwoman villain name strip
to impede your opponent’s progress.
Clayface: Roll a die to challenge Clayface. If you roll a 1 or 2, collect a Clayface villain name
strip. If you roll anything else, end your turn. If you already own a Clayface villain name strip,
you may choose to end your turn or play to gain another Clayface villain name strip to impede
your opponent’s progress.
The Mad Hatter: Roll a die to challenge The Mad Hatter. If you roll a 1 or 2, collect a Mad
Hatter villain name strip. If you roll anything else, end your turn. If you already own a Mad
Hatter villain name strip, you may choose to end your turn or play to gain another Mad Hatter
villain name strip to impede your opponent’s progress.
Scarecrow: Roll a die to challenge Scarecrow. If you roll a 1 or 2, collect a Scarecrow villain
name strip. If you roll anything else, end your turn. If you already own a Scarecrow villain
name strip, you may choose to end your turn or play to gain another Scarecrow villain name strip
to impede your opponent’s progress.
Mr. Freeze: Roll a die to challenge Mr. Freeze. If you roll a 1, 2, or 3, collect a Mr. Freeze
villain name strip. If you roll anything else, end your turn. If you already own a Mr. Freeze
villain name strip, you may choose to end your turn or play to gain another Mr. Freeze villain
name strip to impede your opponent’s progress.
The Penguin: Roll a die to challenge The Penguin. If you roll a 1, 2, or 3, collect a Penguin
villain name strip. If you roll anything else, end your turn. If you already own a Penguin villain
name strip, you may choose to end your turn or play to gain another Penguin villain name strip to
impede your opponent’s progress.
Ra’s Al Ghul: Roll a die to challenge Ra’s Al Ghul. If you roll a 1, 2, or 3, collect a Ra’s Al Ghul
villain name strip. If you roll anything else, end your turn. If you already own a Ra’s Al Ghul
villain name strip, you may choose to end your turn or play to gain another Ra’s Al Ghul villain
name strip to impede your opponent’s progress.
Two-Face: Roll a die to challenge Two-Face. If you roll a 1, 2, or 3, collect a Two-Face villain
name strip. If you roll anything else, end your turn. If you already own a Two-Face villain name
strip, you may choose to end your turn or play to gain another Two-Face villain name strip to
impede your opponent’s progress.
Poison Ivy: Roll a die to challenge Poison Ivy. If you roll a 1 or 2, collect a Poison Ivy villain
name strip. If you roll anything else, end your turn. If you already own a Poison Ivy villain
name strip, you may choose to end your turn or play to gain another Poison Ivy villain name strip
to impede your opponent’s progress.
The Riddler: Roll a die to challenge the Riddler. If you roll a 1, 2, or 3, collect a Riddler villain
name strip. If you roll anything else, end your turn. If you already own a Riddler villain name
strip, you may choose to end your turn or play to gain another Riddler villain name strip to
impede your opponent’s progress.
The Bat Symbol: Pick up a Bat card
The Joker: After and only after all 10 villain name strips have been collected, the Joker can be
accessed by an exact roll through the corner Bat symbol spaces. Continue around the board if
the roll does not exactly lead to the Joker space. Once on the Joker space, roll both dice for
doubles to win the game.

Bat cards
Catwoman: Lose Catwoman villain name strip. If you have not defeated Catwoman and do not
own a Catwoman villain name strip, discard and end turn.
Clayface: Lose Clayface villain name strip. If you have not defeated Clayface and do not own a
Clayface villain name strip, discard and end turn.
The Mad Hatter: Lose the Mad Hatter villain name strip. If you have not defeated the Mad
Hatter and do not own a Mad Hatter villain name strip, discard and end turn.
Scarecrow: Lose Scarecrow villain name strip. If you have not defeated Scarecrow and do not
own a Scarecrow villain name strip, discard and end turn.
Mr. Freeze: Lose Mr. Freeze villain name strip. If you have not defeated Mr. Freeze and do not
own a Mr. Freeze villain name strip, discard and end turn.
The Penguin: Lose the Penguin villain name strip. If you have not defeated the Penguinb and do
not own a Penguin villain name strip, discard and end turn.
Ra’s Al Ghul: Lose Ra’s Al Ghul villain name strip. If you have not defeated Ra’s Al Ghul and
do not own a Ra’s Al Ghul villain name strip, discard and end turn.
Two-Face: Lose Two-Face villain name strip. If you have not defeated Two-Face and do not
own a Two-Face villain name strip, discard and end turn.
Poison Ivy: Lose Poison Ivy villain name strip. If you have not defeated Poison Ivy and do not
own a Poison Ivy villain name strip, discard and end turn.
The Riddler: Lose the Riddler villain name strip. If you have not defeated the Riddler and do not
own a Riddler villain name strip, discard and end turn.
Commissioner Gordon: Increase your chances of winning by 1/6. If a 1 or 2 is needed to defeat a
villain, this card allows a 1, 2, or 3 to be winning rolls. If a 1, 2, or 3 is needed to defeats a
villain, this card allows a 1, 2, 3, or 4 to be winning rolls.
Ace, the Bat-Hound: Increase your chances of winning by 1/6. If a 1 or 2 is needed to defeat a
villain, this card allows a 1, 2, or 3 to be winning rolls. If a 1, 2, or 3 is needed to defeats a
villain, this card allows a 1, 2, 3, or 4 to be winning rolls.
Robin: Increase your chances of winning by 1/6. If a 1 or 2 is needed to defeat a villain, this
card allows a 1, 2, or 3 to be winning rolls. If a 1, 2, or 3 is needed to defeats a villain, this card
allows a 1, 2, 3, or 4 to be winning rolls.
Batgirl: Increase your chances of winning by 1/6. If a 1 or 2 is needed to defeat a villain, this
card allows a 1, 2, or 3 to be winning rolls. If a 1, 2, or 3 is needed to defeats a villain, this card
allows a 1, 2, 3, or 4 to be winning rolls.
Nightwing: Increase your chances of winning by 1/6. If a 1 or 2 is needed to defeat a villain, this
card allows a 1, 2, or 3 to be winning rolls. If a 1, 2, or 3 is needed to defeats a villain, this card
allows a 1, 2, 3, or 4 to be winning rolls.
Alfred Pennyworth: Roll again
The Batmobile: Roll again
Batman, the night is still young: Move to the next villain of your choice and play
Bane: Skip your next turn
Killer Croc: Skip your next turn
Ventriloquist and Scarface: Skip your next turn
Harley Quinn: Skip your next turn
Talia Al Ghul: Skip your next turn

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