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This is space C2 and this is space A3 on the middle
level. The same notation system is used on the pieces
of notepaper.
The players ‘hide’ their fl ag on one of the spaces
of one of the three levels by placing the card with
the fl ag on it there. You create a maze with as
many crafty schemes as possible using the walls,
ladders and cards. In the end, however, it must
be possible for your opponent to get to your
ag. Please note: the players have to use all their
cards, ladders and walls!
You have quite a few barricades to make sure
it is as dif cult as possible to fi nd your fl ag: 20
walls. You position the walls between two spaces.
This serves to block your opponent and he or she
loses the turn. If you have placed a wall between
spaces C3 and C4 for example, and your oppo-
nent wants to go from C3 to C4, you then say
that this is not possible because there is a wall
there and he or she loses the turn.
3 ladders. You need the ladders to get
from one level to the next. If your op-
ponent lands on a space where there
is a ladder, you have to say so. Please
note: this also applies if the ladder is
going down (i.e. if it is directly under
the space concerned).
A player is not obliged to use the
ladder. You can therefore stay on the
same level.
2 pitfalls. If a player lands on
a pitfall, he or she drops
straight below, landing on
the space directly under the
space with a pitfall. This does
NOT mean that the turn passes to
the next player.
For the sake of clarity:
- You do not lose your turn if you fall into a pit-
fall.
- A pitfall on the bottom level is meaningless.
- A ladder leading to a pitfall cannot be used.
- If two pitfalls are positioned on top of one
another (on the top and middle levels), the
playing piece drops straight through to the
bottom level.
- If an obstacle (e.g. a poison cup) is positioned
beneath a pitfall, the obstacle’s powers remain
intact.
1 King, 1 duke. Two obstacles
of note. Players landing
on these are ‘beaten’ and
must return to the star-
ting space E5 and skip a turn.
Their opponent therefore goes
twice. The King and duke remain
where they are, so if you land
on them make a note of
exactly where they are on
your piece of notepaper.
1 poison cup. If a player lands
here, he or she must return to the
starting space E5 and must skip
the next two turns. His or her
opponent therefore goes
three times in a row. The
poison cup remains where
it is.
Please note: if you have to skip one or more turns and
your opponent lands on a space with a King, duke
or poison cup, you’re in luck. You may join the game
immediately and your opponent must suffer his or her
punishment.
C2
A3
14
03496_DU_UK_FR_I_HDL2.indd 1403496_DU_UK_FR_I_HDL2.indd 14 03-04-2008 21:28:1303-04-2008 21:28:13
14


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