Slab : Character card/Keystone holder.
Hub : Middle of the board. Where the Numb Skulls start the game. Where the Harbingers return Home.
Province : World of a Harbinger.
Sewer : Underworld of a Soul Ranger.
Black Hole : If you land on a Black Hole or are banished, you must remain there until you are released by The Gatekeeper - or if you have the power to free yourself.
Numb Skull : Starting square for Soul Rangers in the Sewers on The Dark Side of the board. Allows Soul Rangers to Dice Duel with other Rangers, if landed upon. Rangers must move on their next turn if they have Duelled.
All material on this page and the pages of the characters are copyrighted by EMG Entertainment, 1996 - and "ATMOSFEAR" is a trademark of A Couple 'A Cowboys Pty, Ltd. Thank you.Keystone : If there is a Key on this space, take it and place it in your Slab facing you. If there is no Keystone, do nothing. Keystones give you certain powers, as listed on your character card. Collect one of each Keystone and head Home to win the game or face your fear!
Duel : By landing on the Lightening Strike, you may Duel other Harbingers with your Duel Cards. Harbingers must move on their next turn, if they have Duelled.
Flight : When you land on the Compass, you may move to any other Compass on the board, if you have the Power of Flight.