Tajemnica Zamku
Tajemnica Zamku Rulebook
Table of Contents
Table of Contents
Components
- 60 labyrinth tiles (puzzles)
- 1 die (the component illustration shows a die numbered up to 12)
- 4 pawns (in four colours)
- 4 player cards
- 48 tokens
Player aid illustration (on the back page of the rulebook): the card lists the three items to obtain (map, elixir, key), the three swords, the opponents (Skrzat 5, Błędny rycerz 6, Duch 7) and the three dragons, each guarding one item.
Goal of the Game
The players must find and rescue the princess. To do this, they must collect three items: an elixir, a map and a key. These items belong to the dragons that inhabit the labyrinth. Once the items are collected, the adventurers must find the princess's chamber and successfully attempt to free her by rolling at least 10 points on the die.
Setup
- Each player places their player card in front of them and chooses a pawn in their favourite colour.
- Place the labyrinth tile showing the bat symbol in the centre of the table and put the pawns on it. Put the remaining tiles face down in the bottom of the box.
- Set the tokens showing the elixir, the map and the key aside. Place the remaining tokens face down on the table, so that their pictures are hidden from the players.
- The players decide the turn order. The player who rolls the highest number on the die goes first. The other players play clockwise.
Gameplay
Moving and Adding Labyrinth Tiles
The game begins with the bat tile, on which all the players' pawns stand. Before making a move, each player decides whether to step onto a part of the labyrinth that has already been revealed, or to add a new tile.
Whatever the decision, during their turn a player may move their pawn only one space.
If a player decides to reveal a new part of the labyrinth, they draw a tile from the box and add it to the tile on which their pawn stands. After adding the tile, the player must move their pawn onto the new space.
If the drawn tile does not fit, the player returns it to the box. The player may then make a move in another direction (along the labyrinth already revealed) or remain where they are.
During a single turn, a new labyrinth tile may be drawn only once, except when the labyrinth would be closed off. If the drawn tile would close the labyrinth (no further tile can be added on any side), the player puts it back, and draws another tile until one allows the labyrinth to be extended further.
Tile key (from the rulebook illustration): empty corridor; bat (game start); space with a circle (discovery: draw a token).
Discoveries
When adding new labyrinth tiles, a player may come across a tile with a circle. In that case, the player draws a token and places it on the board (tokens are drawn from those lying on the table). If the player enters a chamber with a circle that has already been discovered, nothing happens.
Depending on the token drawn, the player carries out the corresponding action:
Yellow dragon. After drawing this token, place it on the circle, where it remains until the end of the game. To obtain the map guarded by the yellow dragon, the player must obtain the yellow sword and roll at least 8 points on the die.
Red dragon. After drawing this token, place it on the circle, where it remains until the end of the game. To obtain the elixir guarded by the red dragon, the player must obtain the red sword and roll at least 8 points on the die.
Green dragon. After drawing this token, place it on the circle, where it remains until the end of the game. To obtain the key guarded by the green dragon, the player must obtain the green sword and roll at least 8 points on the die.
Ghost. After drawing this token, place it on the circle, where it remains until the end of the game. Every player who visits this part of the labyrinth must face the ghost. To leave this space, the player must roll at least 7 points on the die.
Wandering knight. After drawing this token, place it on the circle, where it remains until the end of the game. Every player who visits this part of the labyrinth must face the wandering knight. To leave this space, the player must roll at least 6 points on the die.
Skrzat (sprite). After drawing this token, place it on the circle, where it remains until the end of the game. Every player who visits this part of the labyrinth must face the skrzat. To leave this space, the player must roll at least 5 points on the die.
Mirror of teleportation. After drawing this token, place it on the circle, where it remains until the end of the game. A player standing on this tile may be transported to the space on the board where another mirror token is located (teleportation is not mandatory). If there are more than two mirrors in the labyrinth, the player chooses which one to teleport to.
Princess. After drawing this token, place it on the circle, where it remains until the end of the game. This is the chamber to which the adventurers must reach in order to rescue the princess. Before that, however, they must first obtain three items: the map, the elixir and the key.
Sword. After drawing this token, the player takes it and places it in the designated place on their player card. If the player already has a sword of that colour, the player leaves the token on the circle, and another player may take that sword by stepping onto that space. After obtaining a sword, a player may go to the dragon's chamber (of the same colour as the sword) and face the dragon in order to obtain the item the dragon guards. To defeat the dragon, the player must roll at least 8 points on the die. If the player succeeds, they take the corresponding item and place it on their player card.
Notes
Diagram labels on the player aid: "items to obtain" (przedmioty do zdobycia); "here we place the items obtained" (tu odkładamy zdobyte przedmioty); "to free the princess you must obtain all 3 items" (aby uwolnić księżniczkę trzeba zdobyć wszystkie 3 przedmioty); "here we place the swords found" (tu układamy znalezione miecze); "helpful information" (informacje pomocnicze).
- A player may move freely across a space with a dragon, as long as they do not intend to obtain the item.
- To leave a space with an opponent, the player must first roll the required number of points.
- If a player already has one of the following items: elixir, map or key, they cannot obtain another one.
- Teleportation counts as a move.
- During the game, players may pass through the princess's chamber, but without collecting all of the items they cannot free her.
End of the Game
The game is won by the player who has collected all of the items, reached the princess's chamber and successfully completed the attempt to free her by rolling 10 or more points on the die.