| The Law of the Harbingers . . . |
| Atmosfear is a game of skill and strategy. It's rules are outlined here and also re-capped in a special presentation at the end of the video tape. Read the instructions through slowly and carefully BEFORE viewing the presentation tape. ATMOSFEAR uses a VHS tape as a 'Video clock'. When the tape is over, the game is over. Quite simply, the video tape is a visual timer. The tape is also used to deliver random, interactive instructions to the players via it's Host, The Gatekeeper, throughout the 60 minutes of actual game playing time. Many of these instructions offer multiple choices with players selecting either a prize or being able to impose a penalty on an opponent. Players have exactly one hour of game playing time to complete all their tasks then STOP the video tape or The Gatekeeper himself wins the game. Do not insert the tape until you understand the basic rules of the game completely. It is also important to listen carefully to everything The Gatekeeper says and follow all instructions on the game tape immediately. Do not pause the tape during the game. Finally, spend some time creating the perfect 'ATMOSFEAR' - the bigger your home entertainment system is, the better! Players should be seated on either side of the board, facing one another, providing everybody with an unobstructed view of the television set. We also strongly recommend ATMOSFEAR be played at night. Dim the lights and turn the volume up. Object of the Game The object of ATMOSFEAR is to collect at least one colored Keystone from each of the six Provinces then return Home and roll a 6 to face your greatest fear. If it is not your greatest fear, STOP the video clock to win. |
| Setting up ATMOSFEAR |
| Setting up the game is all part of playing ATMOSFEAR so you should follow these step-by-step instructions while you read. The game begins with everybody taking a turn to roll both dice to determine who will become the Chosen One. If two players roll the same number, they must roll again. Whoever rolls the highest number is The Chosen One. The Chosen One is the player responsible for setting up the board and adjudicating over any disputes during the game. Once selected, The Chosen One must: 1. Take the six Provinces of The Other Side and assemble them. Each section of the hexagon board locks down around the Central Hub with the colored sides face up. The Provinces can be assembled in any order. 2. Take the six sets of Duel cards and place them on top of the Headstones. 3. Take the six playing pieces - representing The Harbingers - and place them on top of the Duel cards. 4. Take the six sets of Keystones and position them on the squares provided in each of the Provinces. Red Keystones must be placed on red Keystone squares, etc. 5. Take the Harbinger and Soul Ranger Character Cards and place them off to onse side of the board in a fan within easy reach of all players. Then take the Fate cards, shuffle them and position them near the Character cards. 6. Take the six numbered Numb Skulls, shake them in your hand and then give one to each player. Each Numb Skull is marked with a number from 1 - 6. 7. Give each player a Slab - corresponding with the number they have drawn. Slabs are used to hold Character cards and Keystones collected during the game. 8. All players should then place their Numb Skulls in the corresponding numbered grooves in the Central Hub. 9. Finally, each player must write their greatest fear on a slip of paper, roll it up into a ball and give it to The Chosen One to place in the Well of Fears. (The cup which fits inside the Central Hub.) When all fears have been collected, the lid is snapped shut and the well inserted in the Central Hub. |