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Headstones

When you land on your own headstone you may roll the dice.  If you roll your
own number you can take a key from your realm.

Note that if you are sent back to your headstone by either THE GATEKEEPER or another player, this action is not permitted.

When another player lands on your headstone you may also roll the dice.  If you roll
their number you can take a key from that player.

The Black Hole

There are two stones on the outer track marked with black swirl icons.  These are Black Holes.

If you land on a Black Hole, or are banished to one by THE GATEKEEPER, you are temporarily out of the game.  You cannot duel or respond to THE GATEKEEPER.

You can be freed from the Black Hole in the following ways:
     * Each time your turn comes around roll the dice.  If you can roll your own number you are released and
can continue playing on your next turn.
     * THE GATEKEEPER releases you.
     * You have a Fate or Time card that releases you.
     * You have the key from your own realm.  (Ex.  You are Elizabeth Bathory and you have a
red key.)  You are automatically released from the Black Hole as long as you hold this key.

In each case, you must always move first to the nearest Black Hole and wait there for your next turn before you can be released.

Dueling

When you land on a DUEL stone (a stone marked with the crossed daggers icon) you can call a duel with another player.  Roll one die each and the player who rolls the higher number takes a key from the loser without looking at the color.  You must have at least one key before you can duel.

Flight

When you land on a FLIGHT stone (the wings icon) you can move immediately to any other FLIGHT stone on the board.

Fate Cards

When you land on a FATE card stone ( a skull icon), or if THE GATEKEEPER tells you to "take a Fate card" you must pick up a Fate card, follow the instructions immediately then return the card to the bottom of the deck.

Time Cards

When you land on a TIME card stone (a clock icon) pick up a Time card.  The time on the card relates to the time on the screen.  If the time has expired the card can no longer be used.  Otherwise, wait for the time to appear on the screen then activate the card immediately.

The Chosen One

The Chosen One is selected by THE GATEKEEPER to act as his eyes and ears and perform other special duties from time to time.

It is the job of the Chosen One to:
     * make sure that players adhere to the rules,
     * rule on any disputes, and
     * whenever a player reaches the Well of Fears, remove a fear and read it out loud.

If it is The Choen One who is waiting at the Well, the player on their
left must select and read out the fear.

WINNING ATMOSFEAR(tm)

As soon as you have at least
one key of each color, head straight for the Well of Fears in the center.

During your journey inwards, if you lose one of your six different colored keys you must travel back to the outer track and continue playing to regain that key.

You do not need to roll an exact number to land on the stone at the entry to the Well of Fears.  When you finally reach the Well you must wait there until your next turn.

On your next turn the Chosen One will open the Well, take out a fear and read it aloud.  If it is not
your fear it must be returned to the Well nad you must return immediately to your headstone.  You do not lose any keys so you can then try and make your way to the Well again.

However, if it
is your greatest fear, quickly grab the remote, press "MENU" or "TITLE" to stop the timer and you are the winner!   Remember, do not press the STOP button.

Now, turn the volume up and the lights down and experience ATMOSFEAR (tm) !
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