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'Becoming' a Harbinger
The Harbingers are the six creatures who rule The Other Side and your first task is to 'become' one of them by landing exactly on one of the six Headstones - located in the center of each Province.

You can move out to any Headstone in any Province - evein if it's on the opposite side of the board - by moving around the Ring Road to gain access to that section.

The Ring Road is the track which runs around the Hub - providing access to any section of the board.

Some Headstones are harder to reach than others because they belong to the most powerful Harbingers.

When the game tape begins, players take turns to roll one die and race out from the Central Hub to the Headstone of their choice - using the Ring Road to gain access to any one of the six Provinces.

You can only use the Ring Road while you are playing with a Numb Skull OR if you are returning Home having collected all the six colored Keystones needed to win.

You can move in any direction but cannot change direction during a turn.  You do not have to move.

On your way to a Headstone, ignore all Keystones and symbols on the squares as they are quite meaningless at this point in time.

You ONLY have ten minutes to land exactly on a Headstone and 'become' a Harbinger....

If you land exactly on an unclaimed Headstone you 'become' that Harbinger and must -

(1) Take that Harbinger's Character card and insert it in your Slab with the Keystone index facing you.

Once you start collecting Keystones you will need to refer to this index throughout the game.

(2) Remove you Numb Skull from the board and place it in the slot provided at the back of your Slab.  From now on, you will be playing with your own character's playing piece.

(3) Re-join the game when your turn comes around, moving off your Headstone and journeying through the Provinces on your quest for at least one Keystone from each Province.

WARNING! You can use any tracks on your quest for Keystones EXCEPT the Ring Road.  You can only use the Ring Road while you are playing with a Numb Skull OR have collected at least six different Keystones and are returning Home.
Winning Keystones
To win a Keystone you must land exactly on the square.  The Keystone should then be removed and placed in one of the slots on the Slab with the key facing you.

It's important to hide your Keystones from other opponents, thus protecting any valuable Keystones from being lost in Duels or ugly scenes with other opponents.

Each Keystone gives you a power and the more you collect, the more powerful you become.  Different colored Keystones mean different things to different opponents so it's always important to refer to your character's own Keystone index.

You can collect as many Keystones as you wish, preventing other opponents from gaining various powers but you will still need at least one of each color before you can return 'Home' and attempt to win ATMOSFEAR.

When you have collected all six different colored Keystones you can start to make your way Home, leaving the Provinces and entering the central Ring Road that leads to your own numbered groove.  To make it Home you have to land exactly in your own numbered groove.

Once Home, you must wait and try to roll a 6.

The instant you roll a 6, The Chosen One removes the Well, shakes out a Fear and reads it out loud.  If it is NOT your fear, say NOT! and press STOP on the VCR to win!

BUT! IF it is your fear, the fear must be returned to the Well and you must return to your Headstone and try and make your way home again.

WARNING!

IF you lose one of your six Keystones while on the Ring Road or at Home waiting to roll a six, you must also return to your Headstone.
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