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Pitfall Playing piece drops to level
below. But you do not lose
your turn.
Ladder If a playing pieces lands on
a space with a ladder, your
opponent must say so. This
applies to ladders going up
AND down. A ladder going
down is therefore under the
space. You do not have to use
the ladder.
A wall An obstacle and you lose
your turn. The playing piece
remains in the game.
A new piece: Should the dwarf be removed from
play before the secret passage is discovered or
should your wizard no longer be in the game
while the enemy fl ag remains hidden behind
a poison cup, all is not lost: you can win back
a piece that has been removed from the game.
This will cost you two turns. Your opponent may
therefore go three times in a row.
Swapping and/or sacrifi cing
playing pieces:
Swapping a playing piece:
If a player returns with his or her playing piece
to space E5, he or she can swap this piece or
another playing piece with which to enter the
fortress again. The turn then passes to the next
player.
Re-entering the fortress with a ‘beaten’ piece:
If a player wishes to re-enter the fortress with an
already ‘beaten’ piece, he or she must skip two
turns. His or her opponent may therefore go
three times in a row.
Sacrifi cing a playing piece:
Please note: depending on your setup, you can
‘capture’ an enemy piece. You position a pitfall
on one of the higher levels. You then create a
space surrounded by walls directly below this
space. The piece that falls into the pitfall there-
fore becomes trapped. Once your opponent dis-
covers this, the piece surrenders and is removed
from the game.
This is know as ‘sacrifi cing’ a piece. Your oppo-
nent can then re-enter the fortress with a new
piece from space E5 during his or her next turn.
If the player starts with a ‘beaten’ or ‘sacrifi ced’
piece, he or she must skip two turns.
Tip:
At the start of the game, place all the playing pieces
on top of the lid of the tower. These pieces have not
yet been used. ‘Beaten’ or ‘sacrifi ced’ pieces go back in
the box. This enables the players to quickly see if their
opponent has to skip two turns on entering the fortress
with a new piece.
Outline of the game:
Playing piece bumps into a wall
Turn passes to other player. Playing piece stays
where it was.
Playing piece lands on card with a higher
rank or a poison cup
Player chooses new piece. If the piece has been
‘beaten’ or ‘sacrifi ced’, skip two turns.
Playing piece returns to space E5 and is
swapped
Swapping a ‘beaten’ or ‘sacrifi ced’ piece means
skipping two turns.
Swapping with a piece from the tower means
starting next turn.
• Sacrifi cing’ a playing piece
Turn passes to other player.
Player chooses new piece. If the piece in question
has been ‘beaten’ or ‘sacrifi ced’, skip two turns.
Unused piece means starting next turn.
NB: If a player has to skip turns, and his or her
opponent has to skip turns too, the opponent
may play again.
Please note:
Depending on your setup, you can ‘capture’ an enemy
piece. You position a pitfall on one of the higher levels.
You then create a space surrounded by walls directly
below this space. The piece that falls into the pitfall
therefore becomes trapped. Once your opponent disco-
vers this, the piece surrenders and is removed from the
game. He or she then re-enters the fortress with a new
piece during the next turn.
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17


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