Fireball Island

Player Aid

On Your Turn

  1. You may play any number of cards from your hand.
  2. All players must be given a chance to play cards before and after you move, and before you play any cards.
  3. Roll the die and move that many spaces. Move in any direction; you cannot land on the same space twice in one move. If you land on an occupied space, move to the next unoccupied space in the direction you're traveling.
  4. After the die is rolled for movement, only MAGIC TALISMAN STOPS A FIREBALL or REROLL THE DIE may be played until your movement and its space resolve.
  5. You may play cards again after moving.
  6. Pass the die to the left to signal end of turn.

Rolling a "1": You do not move. You must roll a Fireball instead.

Player with the jewel must always move toward The Dock. Cannot enter caves; must take the High Road (unless already in the Low Road smolder pit).

Special Spaces

Bridges: Land on or move past a bridge = end your movement on the bridge. If occupied, move past normally.

Caves: 6 numbered caves. Entering a cave counts as 1 space; end movement there. Then immediately roll the die and move to the matching cave. If that cave is occupied, don't move or roll again. If you roll a "1", go to Cave 1 (if able) then roll a Fireball. Cave 4 is a dead end; you must roll to enter a new cave when possible. A roll of 8+ allows entry into any cave.

Dark Trail Spaces: Draw 1 card.

Dead Man's Plateau: Land here (not by exact count) to end movement.

The Dock: Land here (not by exact count) with the jewel to win!

Vul-Kar Point: Land on or move past = capture the jewel. End movement on Vul-Kar Point. Then: fill hand to 4 cards, roll any Fireball, and take 3 full turns in a row.

Witchlord Step: Land on or pass = take 1 Magic Charm token (once per game). On your turn, you may return this token to Witchlord Step (from anywhere) to fill your hand to 4 cards. If you hold the jewel and a token, no one can play TAKE 1 CARD FROM ANY OPPONENT on you.

Stealing the Jewel

When you move past the player who owns the jewel, take it from them! (No card can prevent this, except FAKE JEWEL!)


Team Expedition (4 players)

Teams win only when both partners are on The Dock and one owns the jewel. Partners may pass the jewel freely. A partner on The Dock holding the jewel draws 1 card per turn, cannot move, and retains the jewel if others land there. A partner on The Dock without the jewel may roll to steal it (4-6 = steal; 1-3 = no steal and no Fireball on a 1).

Rolling a Fireball

Triggered by rolling a "1" or playing the FIREBALL! card. You must target a player not on a safe space (may be yourself).

  1. Declare your target.
  2. Opponent may play MAGIC TALISMAN STOPS A FIREBALL to cancel. If played, no Fireball is rolled.
  3. Push (don't flick) the Fireball down a trailway or rollway toward the target. Align Vul-Kar with the trailway first - any player may realign if needed.
  4. If the Fireball fails to leave Vul-Kar after a legitimate push, it counts as rolled and touched nothing.
  5. Return the Fireball to its original location.

If a Fireball is not legitimately pushed, no one is Fireballed and the player to the left re-pushes.

Getting Fireballed

If your piece is touched by a Fireball (or any game part set in motion by a Fireball), you are Fireballed. You cannot play cards in response.

Knocked off a bridge: Place your piece upright at the water penalty area at the base of Great Sway Bluff (you may still do anything normally). Jewel goes on the bridge. On your following turns, you must climb the 5 trail spaces to the top of the bluff.

Safe spaces: Dark gray spaces and black smolder pits are immune to Fireballs. Players on these spaces are not Fireballed.

Card Reference

CardEffect
Cancel Any CardCancel a just-played card (even another Cancel). May be played before that card resolves.
Double the Next Die RollPlay before a die roll. That roll is doubled ("1" becomes "2" and no Fireball).
Fake Jewel!Play when an opponent tries to steal the jewel from you. You keep it.
Fireball!Play on any turn. Roll a Fireball.
Magic Talisman Stops a FireballPlay immediately after a Fireball target is declared. No Fireball is rolled.
Move Ahead (4-6 spaces)Play before any player rolls to move. That player moves the indicated spaces instead of rolling. Cannot be used to enter Cave 4-6, but can exit a cave.
Move Any Opponent Back (1-3)Play on an opponent's turn only. Before they move: move them back in any direction. After they move: move them back in the direction they came from. Cannot target players in caves, smolder pits, or water penalty area.
Reroll the DiePlay after any die roll. That roll is ignored (no Fireball even on a "1") and the die is rolled again.
Take Another TurnPlay just before you end your turn. Take one more full turn immediately. Only 1 per turn.
Take 1 Card from Any OpponentPlay on any turn. Take 1 random card from an opponent who does not hold the jewel and a token.