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WEAPON CARDS & WEAPON DUELLING...

There are 36 Weapon Cards - each one shows a different weapon, and is ranked from 1 (lowest) to 12 (highest).  Players pick up Weapon Cards whenever they get rid of a Keystone.  As soon as they have got the power to use Weapon Cards, they can duel with other players who share this Duelling power.  To duel, both playsrs select a Weapon Card and place it face down in front of them, the cards are turned over simultaneously and the highest card wins.  Both cards are discarded, and the winner gives the loser a Keystone.  If the winner has no Keystones left, the winner may pick any Keystone from the board to give to the loser.  In the event of a tie, both cards are discarded, but no Keystones change hands.

FATE CARDS...

At intervals, Dr Mastiff will tell a player to 'Take a Fate Card'.  The chosen player picks up a Fate Card and reads it aloud -
unless the Card specifically instructs them not to do so. Certain cards affect specific players or all players for the duration of the game.  These must be placed so that all players can see them.  If any Fate Card has no immediate or delayed effect - replace it to the bottom of the pack and take another Fate Card.

DICE DUEL...

Any player may dice duel another even if they do not have the power to use Weapon Cards.  To Dice Duel, a player must land exactly on any Skull space, choose another player and each player rolls one die.  The hightest roller gives the loser a Keystone.  If the winner has no Keystones left, they may pick any Keystone from the board to give to the loser.  In the event of a tie, the duel is void and no Keystones change hands.

GRUNT CONTROL...

When a player gains the power to collect their Grunt, they place it on the Skull space in their own colored Sewer.  The Grunt does one thing and one thing only - it can collect Keystones one at a time (unless it has the power of Super Grunt) and give them to other players.  A player can then choose, on each turn, whether to move their Grunt or Ranger Playing piece - both pieces cannot be moved in the same turn.

To pick up a Keystone, the player moves his Grunt onto a Keystone on the board by an exact throw.  On subsequent moves, the player moves the Grunt and the Keystone together.  If the Grunt lands by an exact throw on another player's Ranger piece it gives that player the Keystone. 
Once the Grunt has delivered he Keystone, it returns to its Skull starting space.

If a Grunt is kidnapped by Nof, any Keystone(s) it has collected stay with the Grunt, and are returned when the Grunt is ransomed.  The Grunt is only affected by one special Keystone power - Super Grunt.  If a player has this power, Grunt is no longer restricted to carying one Keystone at a time - it can pick up and deliver any number of Keystones.


WINNING THE GAME...

The First player to get rid of all their Keystones must return to their original Home space in the Central Hub. 
On their next turn, The Most Filthy One takes a slip at random from the Pit of Scum, opens and reads it aloud.  If it IS that player's slip, they have WON the game. If it is NOT, the slip is put back into the Pit of Scum and the player must wait until their next turn to try again.  Until they win they can still be atacked by other players and their Grunts.  If no player manages to WIN and STOP the video tape within the hour - Dr Mastiff is declared the winner!
Contents:

60 minute VHS Soul Ranger game tape and sleeve
6 Ranger Character Cards
Pit of Scum lid
20 Fate Cards
'Most Disgusting' paper pad
6 Ranger Playing Pieces
36 Weapon Cards
to return to the SOUL RANGERS page...
NOW - Dim the lights and Turn the Volume up and you are ready to continue the AMPLIFIED Atmosfear (tm) Experience!!
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