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eep in the Balkans lies a mysterious castle known only one Hazard card in a turn. The Hazard card's
0
ENTRY POINT
0
NAZI START MOLASAR START
Once a player finds a secret door, that player ignores the
door thereafter; he does not have to stop and find that door
again. If one SS pawn finds a secret door, every SS pawn is
considered to have found that secret door. Molasar already
kno ws all the secret doors and his pawn treats secret doors
as regular doorways.
PLAYING THE TURN
Each Searcher player and then the Molasar player plays Searcher Movement
his turn in the order of their characters' ID card numbers. The Searcher rolls one die and may move his pawn the
Each Searcher player in turn does the following: number of rooms up to his die roll. A Searcher may move
less-but never more-than his die roll. The Searcher may
I. Rolls I die and moves
pass through a room containing another Searcher's pawn,
2. Conflicts with Molasar or SS but must stop before entering a secret door and must stop
A Searcher player may play one or more Bonus cards in a room containing Molasar or an SS Guard.
anytime in his turn.
Molasar/ SS Guards Movement
The Molasar player in his turn does the following: The Molasar player rolls two dice and moves the Mol -
1. At the beginningof his turn, must move Molasar to asar pawn up to the total of the dice. Then the Molasar
a room containing an SS pawn and removes it. The player again rolls two dice and moves SS guard pawns. He
player does not roll any dice; simply jump the may move as many SS guard pawns as he wishes; the total
Molasar pawn to any room containing an SS pawn . rooms moved by all SS guard pawns may not exceed the
sum of the two dice rolled. For example, the Molasar
2. Rolls 2 dice and moves Molasar player rolls a 2 and a 3 for SS movement. He may move one
3. Rolls 2 dice and moves any SS pawns SS guard pawn through 5 rooms, or one SS guard pawn 4
and another SS guard pawn I.
4. Conflicts with Searchers The Molasar pawn may move through any room con-
Molasar may play one Hazard card at any time during taining an SS guard pawn, but must stop upon entering a
his turn. Used Hazard cards are discarded from play and room containing a Searcher pawn.
may not be used again. The SS guard pawns move through secret doors in the
same way as Searcher pawns; that is, stop, roll to find the
door and move through. SS guard pawns may move
MOVEMENT through a room containing Molasar or other SS guard
Players move in the order of their character ID card pawns. SS guard pawns stop on entering a room contain-
number; e.g: ID card #I goes first, #2 second, and so on. ing a Searcher pawn. Only Molasar may not enter the
Molasar always moves last. In a 3 player game, the players room containing the Hilt. No more than two SS guards
move each of their characters individually in the order may be in the cellar at any time.
2
Conflict Example Movement Example
Molasar's moves a Nazi SS It is Captain Woermann's
Guard pawn into the same Fonescu's abllltes). The turn. His special ability Molasar player jumps to a
room as Father Fonescu's values are compared: 8-3=5. allows him to move a Nazi SS guard and removes the
pawn. He picks a Conflict Eva has won and can pick a SS Guard away from pawn from the game. He
card using the red side of bonus card. Father Fonescu Woermann's desired route. rolls two dice for his own
the card. Father Fo nescu may move the SS Guard up Woermann rolls o ne die for movement and two dice for
selects Eva to defend him; to 5 rooms away. He moves movement and gets a 5. He the movement of h is SS
Eva picks one of her Conflict the Nazi pawn into Dr. Cuza, can now split his movement Guards. One guard attempts
cards (using the white side and this conflict is points between the SS to move through a Secret
of the card). Due to his immediately resolved. Dr. Guard and his own Door. The Molasar player
special abllites, Father Cuza selects Glaeken to movement. He moves the rolls a 3 on one movement
Fonescu receives a +1 if in defend him. Glaeken picks a Guard four spaces and die. The SS Guard can move
conflict with a Nazi Guard. card value of 3, Molasar has himself one. Next turn three spaces into the
Molasar and Eva both reveal a card value of 6. 6-3=3. Woermann can roll to see if dungeon. The Molasar
their cards. Molasar has a 3, Molasar has won and may he can find the secret door. player then rolls a 1 and
and Eva a 7 (+1 due to move Dr. Cuza 3 spaces. During Molasar's turn, the moves one guard one room.
'---- 0
ro~ ----------
I
008
Molasar Fonescu Cuza ••
Woermann Nazi
CONFLICT
Whenever a Searcher pawn is in the same room as a SS
guard pawn or the Molasar pawn, they must conflict with
each other. During a turn, there may be severa l conflicts
between Molasar/ SS pawns a nd Searchers. The player's
movemen t must be compleled before any conflict is played
during his turn. If more than one conflict to is be p layed in
a player's turn, the p layer whose turn it is determines
which conflict is played first. For example, if three SS
pawns confront 3 different Searcher paw ns during
Molasar's turn, the Mo lasar player would de termine
which conflic t is played first, second, and so on. Regard- Retreat
less of who initia tes a conflic t, Molasar, SS Guards, or After win ning a conflict, the winni ng p la yer moves the
losing player's pawn. The losing pawn is moved the
Searchers, conflicts are always p la yed in the same manner.
number of rooms equa l to the difference of the values
To play a conflict: the Molasar player selects a Conflict
card from his own hand to play against the Searcher. T he (including bonuses applied) on the two Conflict cards. In
Searcher whose pawn is in the conflic t selects one of the the example a bove, Father Fonescu moves the Nazi pawn 5
other Sea rcher players to defend him. A player cannot rooms in any direction. In moving the pawn , the player
defend himself from an attack. must follow these ru les:
The selected Searcher player selects o ne Conflic t card I. The retrea t must meet the movement rules. For
from his own hand to play against Molasar. After each e xa mple, a SS guard pawn can retreat through a
have chosen a Con fli ct card, the Molasar p layer a nd the room contain ing another SS pawn, but only if it
selected Searcher s imultaneously revea l the ca rds to each can move out of the room.
o ther. The values of the two Conflict cards a re compared; 2. A pawn may retreat into a conflict.
the player with the h ighest value wins the confl ict. Bo nus
cards played by the Searcher pla yer whose pawn is in the 3. A re treating pawn may be moved up to the full
Conflict and a ny of the pawn 's specia l characterist ics (o n number of rooms equal to the diHerence of the card
its character I 0 ca rd) affect the value of the cards played. values (including a ny bonuses), un less movement
The selected P layer's a bilites do not. is ha lted by a new conflict. Any unused movement
Ties are replayed immediately. Used Conflict cards are is not saved a nd is lost.
discarded, a nd rep lacement Conflict cards are dra wn from 4. If a conflict occurs as a result o f re treat, the new
the deck immediately after the conflict. conflict is immediately played.
If the Searcher wins the conflict, then the selected
Searcher p layer who u sed the Con fl ict card from his hand 5. If a Searcher is retreated out of the Keep , then on the
draws a Bonus card and the Molasar/ SS Pawn retreats. If Searcher's next turn h e may re-enter the Keep at any
the Searcher playe r lost the Conflict, the n the selected of the entry locations. SS guards and Molasar may
Searc her who played the Con fl ict card does no t draw a never be retreated out of the Keep.
Bon us card and the Searcher pawn is retreated. 6. Pawns can not be re trea ted through secret doors
For example. during Molasar's movement turn he they have not yet found.
moves a SS Guard into the same room as Eva. Fa ther
Fonescu picks Eva to defend him from the Nazi. Eva plays After al I con flicts are resolved the p layer's turn ends, a nd
a Nazi 7 card with a+ I due to Father Fonescu's ab ilites. it becomes the next player's turn. After a ll the Searcher
Molasar p lays a Nazi 3 card. The difference is 8-3=5. Eva's players have had their turns, it becomes the Molasar p lay-
card won, so its player draws a Bonus card. er's turn . After the Molasar p layer's turn ends, the game
turn ends a nd the nex t turn begins.
THE KEEP
DH lgn: James D. Griffin M1p lllu1tr1tlon: Jim Clouse
D evelo pmen t: Bill Fawcett. Art Direction: Dave Bromley.
Darwin Bromley. w ith Jerry O'Malley
Dave Bromley
& Neil Zimmerer
Pl• yteoters: Kenneth Paul Jones. Charl es Jones, Mark Nyderek. and Gene Leander
- ··
'11 olat:Ja r
3
'ltt(\i
8
'11 olatiar
6
'1tt3i
2
IDlolaGar IDlolaGar
2 8
'103i '103i
5 :J
'1lola~at
3
'1a3i
6
t t t
SECOND GUESS
t
SECOND GUESS
RE ROLL SECOND WIND Examine the Conflict Examine the Conflict
Card about to be play- Card about to be play-
Reroll one movement Player gets an Extra ed. You may require ed. You may require
roll of the die. Play Turn. Play after your the same player to use the same player to use
before moving. normal turn ends. another card from his another 'c ard from his
hand. hand.
33 34 35 36
t t t t
THE BLADE MOVE NAZI PASS PASS
SS GUARD
+2 in a confrontation Before rolling, move May move through a May move through a
with Molasar. one Nazi SS Guard room containing a room containing a
four spaces. Nazi SS Guard. Nazi SS Guard.
37 38 39 40
t t t t
SECRET
FLASHLIGHT FLASHLIGHT FLASHLIGHT ENTRANCE
Play instead of rolling
May move during May move during May move during die to enter Secret
Power Failure Power Failure Power Failure Door.
41 42 43 44
~bi( ~owcr eummon
elJrcabo ~oilurc <Buarba
t t t
SUMMON
EVIL SPREADS POWER GUARDS
FAILURE
Up to two ~azi SS
Take one Bonus Card All players with ou t Guards still in play
from each p layer and flash lights may not may be moved into
discard them. move for I turn. the dungeon rooms.
45 46 47
t
GENERAL SECRET
t t
MOLASAR'S
ALERT PASSAGE MAGIC
All SS Guards may Molasar may m ove to Molasar may teleport
move 5 rooms. Do not any secret passage room to any stairway in add-
roll for movement in addition to regular ition to regular move-
movemen t. ment.
18 19 50
· · ......l , . .......
____. vs. .
Cha.ractenstics:
+l movement
--~-~...'?.i:.~.:-~-~---··················
but must stop first
.'i i 52 53
red
Color: ............................. .
Characteristics: ~~~~?:~~-~
. . +l vs . . . may
C h aractenstics: ............... . Charactensucs: ............... . all SS guard move- .
...................................................................
Molasar split movement roll
.............................................................................. ..ment and plays
.......................................................................... ..
with SS guards hazard cards
54 56