| The Outlaws of The Soul Rangers If you are unfortunate enough to become a Soul Ranger, you have some dirty work to do before you can resume play: (1) Take a Soul Ranger Character card and insert it in your Slab. (2) Turn any unclaimed Provinces into Sewers by simply flipping over the sections of the board that have not been claimed by opponents. (Return any unclaimed pieces and Duel cards to the box.) If any Harbinger is on a Province which has to be turned over, they must return to their own Headstones. (3) Re-position all the Keystones on the squares provided in the Sewers. (4) Place your Numb Skull on the square with the matching Skull symbol in the center of the Sewer. Resume play when your turn comes around, moving off your stone to search for any Harbingers. A Soul Ranger still has to collect six different colored Keystones before it can win the game but it cannot win Keystones by landing on them. Instead, it must chase the Harbingers down and try to land on the same square. If it manages to land on the same square, it wins a Keystone from the Harbinger. You are never safe from a Soul Ranger and they can chase you all the way Home - trying to land on top of you in your own numbered groove. Soul Rangers have no morals and even chase one another down. If a Soul Ranger lands on the same square as another Ranger, it wins a Keystone. Soul Rangers can also Dice Duel one another. To Dice Duel another Soul Ranger, you must land on the symbol of the Skull then roll one die. The other Ranger must also roll one die and whoever rolls the highest wins a Keystone from the loser. Soul Rangers can only prowl the Sewers and cannot set foot in the Provinces unless they have a Keystone which frees them OR if releaseed by The Gatekeeper. Soul Rangers also have to return to the Sewers if a curfew is imposed unless they have the Keystones which give them the power to release themselves - in which case they can ignore any curfew and continue playing in the Provinces. Soul Rangers can use the Ring Road at any time to gain access from one Province or Sewer to another. Rangers cannot pass through Gates and must wait and try to roll their number before proceeding past these obstacles. Soul Rangers cannot be Banished but must still move their playing piece to the closest Black Hole, if dispatched to this void by The Gatekeeper. WARNING. If more than half the players fail to 'become' Harbingers in the first ten minutes, the game is immediately forfeited. The game tape must be stopped and The Gatekeeper declared the winner. When The Gatekeeper demands you to "STOP!" all players MUST STOP! If you are midway through a turn, your move is null and void. Any Duels are also void. |
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| Boost the skill, strategy and suspense of ATMOSFEAR with a special 45 minute game tape for advanced players. Featuring all new appearances from The Gatekeeper. No need to read up on any new rules. Simply refer to the Advanced Keystone Table below then insert the Booster Tape and press play for a whole new experience. For a 6 player game: place only 5 Keystones in each Province. For a 5 player game: place only 4 Keystones in each Province. For a 4 player game: place only 3 Keystones in each Province. For a 3 player game: place only 2 Keystones in each Province. |
| Booster Game Tape - 45 min |