Indiana Jones and the Temple of Doom |
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a game for 2 - 4 players |
Game parts |
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12 figures in four colors, 4 mine cars, 4 add-on boards, 1 game board, 1 dice |
1. Game Preparations |
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Each player gets 3 figures of one color and one add-on board. Put the boards next to the
game board and the mine cars on their start places in the middle of the game board.
The youngest player starts.
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2. Goal of the Game |
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The goal of the game is to guide your own figures (Indy, Willie and Shorty) through the jungle,
the Temple of Doom, the mines and over the bridge out of harm's way. |
3. Game Progress |
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3.1 Basic Rules |
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- The players roll one after another the dice and move one of their three figures respective
to the result.
- The result of the thrown dice must be used completely if there is no exception given in this rules.
- If a move cannot be done entirely, it forfeits and the next player starts his turn.
- Only one figure can stand on one field.
- Opponent and own figures can be jumped over if the landing field is empty. |
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3.2 The Way (Add-on Boards) |
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Each player starts with his figures on his add-on board at Club Obi Wan. For each figure he
can choose the short but dangerous or the long and safe way to Pankot Palace. If a figure lands on a danger zone
(fields with a double border) it must follow the dotted line to the final landing field. If this field is used,
the figure must go further back on a free field.
When all of a player's figures have reached the palace (they do not need exact dice rolls to enter) they are placed
in the secret doorway on the game board (that's the white line around the lower right corner of the board). The
players add-on board is removed. |
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3.3 The Temple |
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The figures can move through any of the three temple entries (labeled "EINGANG").
The temple entries and the exit count as fields. The figures can move horizontal, vertical and diagonal in one
uninterrupted line. They cannot change direction during the move. |
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The Inner Temple District: This area may not be entered or
jumped over by any figure. |
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Lava Pit: If a figure lands on a "Lava Pit", it is
placed back in the secret passage. |
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Secret Passage: The player can choose if he wants to move the
figure to another free secret passage or leave it on it's position. |
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Good Field: The player may roll the dice once more and move
another of his figures. If the second figure also lands on a "Good Field" or an "Evil Field",
ignore the consequences. If it reaches a "Secret Passage" or a "Lava Pit", follow the given
rules. |
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Evil Field: The player may roll the dice once more and move
one opponent figure. If the opponent figure also lands on a "Good Field" or an "Evil Field",
ignore the consequences. If it reaches a "Secret Passage" or a "Lava Pit", follow the given
rules. |
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If a figure leaves the Temple through the Temple Exit (labeled "AUSGANG") - no exact
rolled number is needed - the figure is immediately placed in the corresponding mine car. When the three figures
have reached the mine car the mine chase starts. |
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3.4 The Mine |
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During the mine chase the mine cars are allowed to pass each other. If a mine car would land
on an occupied field, it lands on the next free field behind it. If the landing field is a "Good Field"
or an "Evil Field", bear the consequences - but beware: The rules of this
field are different in this part of the game! When a mine card lands on a white "Switch
Field" the player can choose the short butdangerous roadway in his next turn. |
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Good Field: The player rolls the dice once more and moves on
with his mine car. If the mine car then lands on a "Good Field" or an "Evil Field", ignore
the consequences. |
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Evil Field: The next player rolls the dice and moves his mine
car backwards. If the mine car then lands on a "Good Field" or an "Evil Field", ignore the
consequences. |
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At the end of the roadway the player must brake the mine car. Top do so he has to reach the
last field with an exact roll!
If the player succeeds his figures leave the mine car which leaves the play. Now thefigures have to pass the bridge
to freedom. |
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3.5 The Bridge to Freedom |
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The figures stand before the bridge. The other side can only be reached with an exact roll.
If the player rolls to much the figure "bounces back". If a figure lands on another figure the other
figure is placed back in front of the bridge.
Examples:
- The figure stands before the bridge. The player rolls a "5". The figure reaches the other side and
is safe.
- The figure stands on the second field of the bridge. The player rolls a "5". The figure steps two fields
ahead and three fields back. (* see the FAQ!) |
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4. End of the Game |
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The game ends when the player have brought all of their figures on the safe side of the bridge.
The winner is of course the player who completes this goal first. He gets the invisible INDIANA-JONES-MEDAL that
is enclosed with the game.
*** Second winner is the one who finds the medal in the game box. |
Please drop me a mail if you have questions. I know that the rules do not cover all possible
game situations but I have not written the rules - I only translated them. I will answer all your questions in
the FAQ below. |
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Game FAQ |
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Examples in rules 3.5: I am very sure that the second example
is WRONG. To me it would make a lot more sense if the two numbers are changed:
- The figure stands on the second field of the bridge. The player rolls a "5".
The figure steps three fields ahead and two fields back.
You can choose yourself which way you wanna play this situation. |