RulesPal
Chat
Rulebook
Das Phantom thumbnail

Das Phantom

Das Phantom Rulebook

Table of Contents

Table of Contents

  • Contents
  • Aim of the Game
  • The Game Board
  • Game Preparation
  • Gameplay
  • Moving the Pawns
  • The Small Black Dice
  • Meeting Another Pawn
  • The Special Spaces
    • Mask Space
    • Torch Space
    • Rose Space
    • Violin Space
    • Finish Space
  • The Hexagon Tiles
  • The Magic Cards
  • The Phantom
    • How Does the Phantom Move?
    • The White Phantom Die
    • The Phantom Hunts the Players
    • The Phantom is an Obstacle
  • Blocked In
  • Game End

Contents

  • 1 Game Board
  • 32 Hexagonal Tiles
  • 1 Phantom Figure
  • 6 Pawns
  • 24 Magic Cards
  • 1 Large White Phantom Die
  • 14 Roses
  • 6 Special Black Dice
  • 6 Violins
  • 1 Rulebook

Aim of the Game

Each player must find a violin and a certain number of roses in the underground labyrinth:

  • 2 players: 6 roses
  • 3 players: 4 roses
  • 4 players: 3 roses
  • 5 and 6 players: 2 roses

The first player to reach the hidden beauty with a violin and the correct number of roses wins the game.

The Game Board

It shows the underground labyrinth of paths of the castle with four different types of spaces:

  • PATHS (light blue): Here the pieces can move. Paths include Special spaces.
  • SPECIAL ITEMS (light blue with symbols): These are mask, torch, rose, violin, start, and end spaces.
  • WALLS (black): Pawns cannot move through these spaces.
  • ROOMS (large spaces): Pawns may not move onto these spaces.

Game Preparation

  • Each player chooses a pawn and puts it on the start space.
  • In the Phantom's room, place as many violins as there are players.
  • The Phantom is also placed in the Phantom's room.
  • 1 to 2 roses are placed in all rooms except for the Phantom's room and the hiding place of the kidnapped woman. The rose spaces in each room define how many roses are placed in the room.
  • The hexagonal tiles are separated into single and double pieces, shuffled, and placed next to the board.
  • The Magic Cards are shuffled and placed face down in a stack next to the board.
  • The large Phantom die as well as the small black dice for each player are required.

Gameplay

The oldest player starts the game. He takes all the black dice and rolls them. He then chooses one die and moves his pawn accordingly.

The second player then chooses from the dice that are left and moves his pawn.

Thereafter, the third player chooses a die, etc. The last player in the round must take the die that is left.

After all players have moved, the first player rolls the large white die and moves the Phantom.

Afterwards, the dice are passed to the next player clockwise. Now he rolls the black dice and gets to choose the first die. In this way, each player will have a chance to be the first to choose a black die on a turn and also move the Phantom.

Moving the Pawns

  • You may move from your starting space in any direction. Each space costs one point on the die.
  • You may move less than the die or Magic Card shows, or stand still.
  • You may only move on the path spaces. You may not enter or move through walls (unless a Magic Card explicitly permits it).
  • You may move in a circle, and possibly enter the same space several times, but you cannot move directly back and forth.

The Small Black Dice

All dice contain the same numbers and symbols:

  • On a "4", "5" or "6" you may move your pawn the corresponding number of spaces.
  • On a "1-3" you may move your pawn 1, 2 or 3 spaces.
  • On a "mask" you must perform 2 actions:
    • You may move your pawn 1-2 spaces and
    • You may take either a hexagon tile or a Magic Card.

If you chose a hexagon tile, you may choose between a single and double tile.

Whatever you choose, it cannot be used during the same turn it is taken.

Meeting Another Pawn

When a pawn uses their full movement and lands on another player's space by exact count, they may steal a rose from them if they have one. Additionally, the player gets another turn, that is, they roll their die again.

A confrontation of this kind takes energy, so this action can be performed only once during a turn. While the player may move his character to another character space, he may not rob this character and he will not get another turn (unless it's due to a Magic Card or a Torch space).

The Special Spaces

To take advantage of a special space, a pawn must use their full movement and land on the space by exact count. Only then can the special spaces be used. Note that you can also move in a circle or go through small detours to do this.

Mask Space

When a character lands on a Mask space, just as when a Mask is rolled on a die, they may either:

  • Take a hexagon tile (single or double tile)

or

  • Take a Magic Card.

Whatever is taken, the player places it face down in front of themself to use at a later time. Players are allowed to look at their own tiles and cards at any time.

Torch Space

When a player lands on a Torch space, they get another turn and may roll their die again. It is possible to move from one Torch space to another, but not back and forth.

Rose Space

The first character to move onto a Rose space in a given room receives the Rose that is lying there.

Note: If a player moves onto a Rose space that no longer contains a Rose, they may instead take a hexagon tile or a Magic Card. The Rose space now acts the same as a Mask space. A player is only allowed to hold the required number or Roses plus one.

Example: With three players, the required number of Roses is 4, so a player would be allowed to have 5 Roses. If a player already had 5 Roses in this game and landed on a Rose space, he may choose a hexagon tile or a Magic Card.

Violin Space

When a player lands on a Violin space, they receive a Violin. A player may never have more than one Violin. Landing on a Violin space again has no effect. A Violin cannot be lost during the game.

Finish Space

The Finish space field may only be entered if a player has one Violin and the required number of Roses.

The Hexagon Tiles

At the end of a player's turn, they may have not more than 6 hexagonal tiles and Magic Cards combined. If a player has more, they must immediately play tiles/cards until they are within the limit.

A player may play any number of hexagonal tiles and/or Magic Cards before or after moving.

The hexagonal tiles show accessible and non-accessible spaces. These parts of the game board are changed. Paths suddenly appear or disappear. The tiles may be placed on all spaces, except:

  • 13 rooms
  • Rose, Violins, and Finish spaces
  • Spaces containing other pawns
  • Already played hexagon tiles

Hexagon tiles that were placed on the board may be used by all players. When the supply of hexagon tiles is exhausted, players may only take Magic Cards.

The Magic Cards

All Magic cards are positive. With them you can swap hexagonal tiles or overcome obstacles or move faster, etc.

Played Magic Cards form a discard pile. When the supply of Magic Cards is exhausted the discard pile is shuffled and turned into a new draw pile.

Note: On your turn, it is possible to acquire several hexagonal tiles and Magic Cards.

Example: If you roll a Mask and move to a Mask space, you will receive two tiles/cards. If another player is on this Mask space you can once again take tiles/cards on your turn.

The Phantom

The player who rolled the black dice this round also moves the Phantom. After all players have finished their turn with the black dice, he rolls the white die and moves the Phantom in any direction. After moving the Phantom the player to his left gets all the dice and the next round begins.

How Does the Phantom Move?

  • The Phantom may move off his starting space in any direction.
  • The Phantom may move through wall spaces and may even end his movement on a wall space.
  • The Phantom can move through rooms. He enters and exits the room through any space. The room itself is a space and costs one movement point.
  • The Phantom may not enter the finish space or the violin space - not even to move through it.

The White Phantom Die

The white die contains the numbers 1 - 5 and the Phantom. The numbers mean that the Phantom is moved that many spaces.

If the white die shows the Phantom, the Phantom must be placed in any room. Then the white die is rolled again until a number is shown - this indicates how many spaces the phantom moves from this room.

The Phantom Hunts the Players

If the phantom moves on or over a space containing one or more pawns, they are chased away.

The player taking this turn may chase a pawn 1-4 spaces - even over obstacles - but not rooms. The new space of the exiled pawn must be a path space. The Special spaces have no affect for a chased pawn.

Note: If the player moves the Phantom to his own pawn, he chases away the pawn of the player to his left.

When the Phantom chases one or more pawns, the player who is moving the Phantom receives a Magic Card. Should he exceed the limit of 6 tiles/cards, he may keep them, but must reduce it again to 6 tiles/cards on his next turn.

Note: The Phantom may attack each pawn only once per turn.

The Phantom is an Obstacle

No player may move onto or through the space containing the Phantom.

Blocked In

It may happen that a player is completely enclosed and can no longer move. In this case, the player may, if he rolls a mask, put a hexagon tile on the game board to another place and move 1 to 2 spaces. Should he fail to roll a mask, he must stop and hope to roll one next turn. If he fails to roll a mask in three turns (after two failures), he may still place a hexagon tile and continue his turn with his rolled dice.

Game End

A player holding a violin and the required number of roses may move to the finish space. The first player to reach the finish space by exact count is the winner.