![]() It will tell you which space is being taken by the Storm. When you land on or pass GO, the eye of the Storm shrinks!Īt the end of your turn, draw the top Storm card. However, if he uses his crosshairs first, he can destroy the wall, move his full roll of 5, and collect the location card for Snobby Shores. He could then attack Cuddle Team Leader with the crosshairs. He will end his turn there, remove the wall, and lose 2 HP for landing on a place where the Storm has taken over. If he moves first, he will have to stop on the space with a wall that is only 3 spaces away. When you roll bandages, collect 2 HP from the Bank. Make sure you complete the action you roll before the next player rolls the dice, or it's too late! The action die lets you perform a special action on your turn. If you're on the Jail space when the Storm takes it, you get out of Jail for free! Move normally on your next turn. If the Jail space has been taken by the Storm, you do not continue to lose HP each turn you are in Jail. After your second attempt at rolling, you may exit Jail for free and roll both dice normally on your next turn. If you get a 6, get out of Jail for free! Roll both dice, and take your turn as normal. Then roll both dice, and take your turn as normal. Pay 2 HP to the Bank before you roll for your turn. If the Storm takes the Jail space while you are in Jail, you do not lose 2 HP. Other players may still attack you while you're in Jail. Draw a Storm card, and cover the appropriate board space with the Storm.If the Storm has taken the space, you lose 2 HP, but you are not in Jail. Move your character to the in Jail space immediately.When you land on Go to Jail, do the following: When you land here, put your character on the Just Visiting space. Remember, you can't have more than 15 HP. If you draw a health item but already have the max 15 HP, you may keep the item and use it later. You may keep one-time use cards until you are ready to use them, but you may use them only on your turn.Īfter you use a one-time use card, place it at the bottom of the loot chest deck. You may use more than one item per turn, and some will produce powerful combinations. those that say they are for one-time use. those that you keep and will affect you for the rest of the game. There are two types of loot chest card items:Ī. When you land here, draw a loot chest card. When you land here, pay 1 HP to the Bank. ![]() When you land here, take a rest! Collect 1 HP from the Bank. If the Storm has taken the GO space, players no longer collect 2 HP for passing or landing on GO but continue to draw Storm cards. At the end of your turn, flip over the top Storm card! If you land on or pass GO, collect 2 HP from the Bank. Notice you pay more HP for a location when it has been taken by the Storm. When you land on a location that has been taken by the Storm, pay the number of HP shown on the Storm side of the location card to the Bank. When you land on a location already claimed by another player, pay the number of HP shown on the board to the Bank. If you have claimed both locations in a color set, any time you land on one of those locations, you may collect 2 HP. When you land on a location that no player has claimed and that hasn't been taken by the Storm you may claim it for free! The eye of the Storm is shrinking!Īt any time on your turn, you may offer to trade locations and/or loot chest card items with other players. Move your character forward the number of spaces rolled.Īt the end of your turn, if you landed on or passed GO, flip over the top Storm card. Roll both dice, and do the following in any order: The player who placed their character first goes first. If you have 15 HP and any action requires you to collect more, do not collect any. Note: you can never have more than 15 HP. On your first turn, do not perform the action of your starting space. The highest roller has first choice of where they'll start the game and places their character on that space. ![]() If you don't have room, keep them as a stack, and choose someone to be in charge of them.Įach player chooses an outfit, then rolls the numbered die. Place the location cards next to their matching board spaces. Separately, shuffle the loot chest and Storm cards, and place them facedown here. Place the HP chips within reach of all players. Punch out each of the wall cards, and fold them so they stand up.Īpply one label to each side of the action die in any arrangement. ![]() Punch out each outfit, and place it in a plastic stand. ![]()
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