| Keystone Powers & How to Use Them |
| DUEL! The first Keystone you collect from you own Province allows you to collect your Duel cards from your Headstone. Take you Duel cards and place them behind your Slab. Once you have these cards you can battle other Harbingers who also have Duel cards. You can also attack any Soul Ranger. To Duel, you must finish your turn by landing on a Lightning Strike, select one of your cards and instantly deal it face-down in front of the Harbinger you want to battle. Your opponent must respond by dealing one of its cards face-down. Both cards are then turned over. The highest scoring card wins except in the case of an ACE. An ACE will beat a 7 but NO OTHER CARD. Without looking, the winner picks one Keystone from the loser. Both Duel cards are then removed from the game. You can only Duel your opponent once from the same square. To Duel again, you must leave the square and either return to it OR go in search of another. This Keystone also allows you to Dice Duel Soul Rangers. To Duel a Ranger, you must land exactly on a square bearing the symbol of a Skull and then roll one die - the Ranger you want to attack must also roll one die. Whoever rolls the highest wins a Keystone from the loser. FLIGHT! This Keystone gives you the power to fly from one Province to another. To fly you must finish your turn by landing on a Compass symbol - you can then move straight to any other unoccupied Compass symbol on the board. DOUBLE DICE... This Keystone gives you the power to choose to roll one or two die, greatly increasing your speed and movement around the board. BLACK HOLE! Black Holes are to be avoided at all costs. If you stumble into one or you are "Banished" to one by The Gatekeeper, you cannot play unless you have the Keystone which releases you. If you don't have this Keystone, you have to wait until The Gatekeeper decides to free you. If you are Banished to a Black Hole, you must still move to the closest one even if you have the Keystone which frees you then resume play on your next turn. THE GATES! Gates are introduced by The Gatekeeper at various points during the game to block paths. You cannot pass through any Gate unless you have a Keystone which provides you with this power - along with the opportunity to re-position it somewhere else on the board. Gates can be placed anywhere on the board except on the Ring Road. If you do not possess the Keystone giving you the power to pass through the Gate, you must wait and try to roll your number before proceeding past the obstacle. OCCUPATION! The sixth Keystone on your index card gives you the power to occupy or steal a square another opponent is on and often handicap them in the process. Each Harbinger can impose a unique penalty and these are outlined on the back of the Character cards. WARNING! If you lose a Keystone you instantly lose it's power. FATE CARDS... At regular intervals throughout the game you may be asked by The Gatekeeper to "take a Fate card and read it out loud." The instuctions on these cards should be instantly obeyed. |
| THE SOUL RANGERS... |
| You only have ten minutes to reach a Headstone. If you fail to make it in time, you will be drafted into the ranks of The Soul Rangers - which is nothing to be proud of! The Soul Rangers are the scourge of The Other Side - miserable scavengers who have failed to 'become' Harbingers. They play by their own set of rules. |