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Draw lots to see who starts.
The player who gets to start, takes his or her
piece of notepaper and starts on space E5 (i.e.
he or she does not play in the fortress with the
playing pieces). The notepaper shows a map of
the fortress which is used to explore your oppo-
nent’s fortress. Your opponent takes your knight
and places it on space E5 in his or her fortress.
Your opponent moves your knight according to
your commands and indicates whether this is
possible for each move subject to the obstacles
in place.
The knight can move to surrounding spaces in
either direction, with the exception of diagonal
spaces. In other words, moving from space E5
to space E4 or space D5 is possible. Make your
choice and let your opponent know what it is. If
you do not run into an obstacle, you can move to
the next surrounding space and so on. You can
also backtrack to a previous space. Each player
may go again until he or she reaches an obstacle.
Of course you keep track of where you’ve been
on your map, making a note of obstacles encoun-
tered such as walls and/or ladders.
If you encounter an obstacle you have to skip a
turn and the other player continues. He or she
also uses a piece of notepaper and starts the
search. You get his or her knight, which you
place in your fortress on space E5.
Play continues in turn until either player disco-
vers his or her opponent’s fl ag.
- NB: the players therefore move their oppo-
nent’s playing pieces. The blue playing pieces
move around the red fortress and the red cha-
racters explore the blue fortress.
- Players may not look into their opponent’s for-
tress – it can only be explored using the map on
the piece of notepaper.
- The cardboard cards are used to defend the fl ag.
They may not be moved once play has started.
This also applies to the walls and ladders.
- As the game progresses, you will identify more
and more obstacles and empty spaces. Within
the space of a turn, a playing piece can there-
fore move quite a distance through the fortress
without encountering any danger.
- The cardboard card with a King on it is only
used during the introduction game.
The fl ag. If you land on the fl ag,
your opponent must tell you
and you win the game!
Once you have fi nished set-
ting up your fortress, double-check
to see that your opponent can indeed reach
your fl ag! If your fl ag cannot be reached, you
lose the game.
The main version:
In the main version of the game you make your
maze even more exciting! What’s more, you have
to be even more careful during your search.
Both players receive:
20 walls
3 ladders
Playing cards:
1 fl ag, 1 poison cup, 1duke, 1 soldier,
1 princess, 2 secret passage cards, 2 pitfalls
Playing pieces:
1 King, 1 knight, 1 wizard, 1 dwarf.
1 piece of notepaper from the notebook.
The main game is almost exactly the same as the
introduction game. You do, however, have four
playing pieces to use to fi nd the fl ag. If one of
your playing pieces lands on a stronger enemy
piece, it loses and must be removed from the
game. You really have to be careful with your
pieces and think carefully about which piece you
use to enter the fortress fi rst. This is because you
may only enter the fortress with one piece at a
time. You therefore choose which piece is brave
enough to go fi rst.
Please note!
A playing piece that loses to a defensive card can re-
enter the game. However, this will cost you two turns.
For the rules, see the section on Swapping / Sacrifi cing
a playing piece. Defensive cards that have been ‘be-
aten’ cannot re-enter the game.
15
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15


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