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Insert the Atmosfear(tm) DVD and Choose "PLAY" from the main menu.

This will summon THE GATEKEEPER.  When he asks who is playing, use the DVD remote to tell him which characters are in the game, and which are not.  He will also elect the "Chosen One".

Finally, he will ask the Chosen One to start the game by rolling the dice......and the countdown to zero will begin.

THE AIM OF THE GAME

The object of ATMOSFEAR(tm) is to win the game within 49 minutes.

To do this you must collect at least one colored key from each of the six Realms then race to the Well of Fears in the center where you must face your
greatest fear.  If your own fear is drawn from the Well then let THE GATEKEEPER know the good news by pressing the MENU or TITLE button on your remote control.  The countdown stops and you are the winner.

But if the countdown reaches 00:00 THE GATEKEEPER wins - and you lose!

RULES OF PLAY

Moving Around

Starting from  your own headstone, roll the dice and move
clockwise around the board on the outer track.

You can choose to roll one or two dice each time, unless instructed otherwise by THE GATEKEEPER or a Fate card.

The Inside Track

The Inside Track consists of the six Radial Tracks leading to the center and the Inner Ring surrounding the Well of Fears.

On the Inner Ring only, you can travel both clockwise and counterclockwise to reach the Well of Fears.  You cannot change direction of travel on the Radial Tracks.

You can use the Inside Track as a shortcut at any time, but if THE GATEKEEPER catches you there without all six keys, watch out!

The Gatekeeper

You can only move around the board when THE GATEKEEPER is
not on screen.

Whenever he appears everybody must stop, listen carefully and do
exactly what he says.

If he calls on you, you must answer "YES! MY GATEKEEPER!".   Failure to do so could result in punishment.

If he demands you roll a certain number before you can play again, you must wait for your turn to come around each time before attempting to roll that number.  You can only make one attempt each time your turn comes around.

Keys

When you land on a stone marked with a key you may take a key from that realm.  For example if you land on the stone marked with a yellow key in Khufu's realm, you can take one of the yellow keys.  If all six yellow keys have already been taken, you cannot pick up a key from anywhere else.

Whenever THE GATEKEEPER instructs you to "Take A Key" you must collect it from the realm you are in, unless he specifically instructs you to take it from somewhere else.

Place the keys in your rack facing towards you.  Hide the colors from your opponents to protect any valuable ones against loss, in a duel for example.

You can collect as many of each key as you like, but you need at least one key of each color to win the game.

Once all the keys of a color have been removed from the board you can only obtain them from your opponents by winning duels, through Time and Fate cards, or by instruction from THE GATEKEEPER.

The Black Key

If you land on the Black Key you
must pick it up.

This key is cursed.  As long as you have it you
cannot win the game, even if you have one key of each color.

To get rid of the Black Key you can try to lose it in a duel.  If your dueling opponent rolls the higher number, hope that is is the cursed key they choose from your rack (see Dueling below).  You can also pass the Black Key to another player when your movers both occupy the same stone.  Simply hand it to them and declare that
they are now cursed.

If you are handed the Black Key while waiting on the stone outside the Well of Fears, on your next turn you must roll the dice and continue moving around the board.
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