With /join 2-7 players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Each player tries to navigate his play figures safely through the Finsteren corridors of Prince Fiesos' frightful fortress. It is important to get out of the way as far as possible Furunkulus, the fear-filling Hofmonster, and to put it on the co-player's ferry at the same time. If you reach the safe exit with enough figures, you win the fascinating Fee Fabula.
All players try to move their game characters across the field to the exit (target field) without getting caught by the monster.
At the beginning, each player has four game blocks (for 5-7 players only three), each with a colored and a black side. Front and back of each toy always yield the sum 7.
The game consists of two sections: Section 1 ends as soon as seven of the eight monster cards have been exposed. The eighth card is no longer played. Figures that are eaten by the monster within the first section fly out, but may be used again at the starting field. Then the cards are remixed and it begins section 2. Now the monster no longer knows mercy: who now runs into his arms is lost unretirably and is taken out of the game.
Each player moves reihum one of his toys; each game is moved exactly once each round. Exception is the first round, there only two toys are used. A rock can always be pulled as far as its visible number indicates - after that it is turned around for the next round. This also applies when a stone has been drawn 0 fields.
In order to move a figure, one marks the corresponding figure (in the figures outside the field on the Number click) and then click the field path. In the case of blood salmon, each field must also be selected individually.
If you have run or want to go differently, you can take your train " Cancel".
Otherwise you click "OK" to complete its train.
The following rules apply:
To leave the column hall, you have to reach the target field at the top left and still have a moving point to go out. Figures that could pull out there are safe from the monster.
At the beginning, the monster is always on the target field with direction to the right. As far as the monster is running, the monster cards, one of which is exposed in each round. There are eight monster cards per section with the following values: 5 - 7 - 7 - 8 - 8 - 10 - X - XX. The numbers indicate the range of the monster. The two cards X and XX are one- or two-fold cards. If these are pulled, the monster will run until one or two players get caught - but a maximum of 20 fields will run.
The currently drawn card is always displayed on the right in the monster card display. On the left you can see the stack of still remaining monster cards.
Before the monster makes the first step, it looks to the right, left and straight; there is no one, it goes one step forward and looks back in all three directions (never to the back!). In this way it runs forward until it has reached its point number, or one or two figures could eat (Treffer cards). At the end of his train it looks again and turns again when it sees a figure. Looks like a play figure on the way, it turns in its direction and goes towards it. If there are several figures at the same time, it goes to the one closest to him. If several figures are the same, the monster is confused and continues its beaten direction.
If it hits a stone block, it pushes it in front of it, with everything behind it. If there are play figures against a wall, they are considered eaten. Stone blocks cuff on the wall and come out of the game. If the monster itself hits a wall, it disappears there and comes out on the opposite side with the same letter.
Keeps it on a blood laugh, just like the play figures, it continues straight. During sliding, it does not see any figures on the right and left, so it does not change its direction on the blood salmon.
Example for a monster train:
Let's assume that for this train the 10 card would be pulled: before the monster starts, it looks and sees to the left of itself the red 1. So it bends to the left and runs down. But even in the first field, the left hand now also sees the yellow 1. As the yellow 1 is closer, it bends to the left again and glitches over the blood salmon. Since it cannot look to the right and left during glitching, it does not perceive the yellow 4 further down. It eats the yellow 1 and goes straight ahead. It pushes the block against the wall and crumbles it. The monster itself runs through the wall at the letter Q and comes out on the opposite side at the Q. It sees nothing new and therefore continues straight ahead, again glitches over the blood salmon, while this time it overlooks the red 1 during glitching, runs behind the blood salmon one more step and then stops because it has completed its ten steps. But it still sees the yellow 4 and turns up for the next round.
As soon as a player manages to navigate all out of the column hall up to a game figure (for 2-4 players, three figures, for 5-7 players two figures), the end of the game is booted. After the DM rules in force here, the current round will be finished. The winner is the player who could save three characters. At the same time, decide who saved his last play figure first.
If there is no figure on the field in the second half of the game, the game also ends. The winner is then the player who was able to save most game characters first.
If the monster card stack was replayed in the second section to the last card and no player could meet the winning conditions, the game also ends. It then wins the player who could first bring out most of the game characters.
The distribution of the logs (stones and blood laughs) is determined by the players. Beginning with the starter, each player reihum takes an arbitrary hallway plate and places it on the field. The following shall apply: