Player Aid
Required Challenges must be undertaken. Optional Challenges are your choice.
To perform a Challenge: roll the die. You must roll a number equal to or greater than the number the Danger Mover is currently pointing to in order to win.
Rolling a 1 always loses automatically - even when using a Challenge Booster.
Follow the WIN or LOSE instructions printed below the Challenge.
Some items are Challenge Boosters that add to your die roll. To use one, place it in the Challenge Booster slot on the Game Board before you roll. After the Challenge, return it to your inventory.
A Challenge Booster can only be used if it matches the type of the Challenge (Climbing, Fighting, Dexterity, Perception, or Strength).
Warning: If you roll a 1 while using a Challenge Booster, the booster is permanently discarded from the game.
Some Story Cards offer a Story Return symbol, letting you go back to pursue alternate experiences. Two rules apply:
The Danger Meter shows the current difficulty of any Challenge you face. Move the Danger Mover up or down as instructed by cards.
If the Danger Mover reaches the top space: move the Psychic Mover back 2 spaces on the Psychic Scale, then reset the Danger Mover to the third "3" space.
The Psychic Scale tracks your extrasensory power level. Actions raise or lower it throughout the game. Higher levels yield beneficial rewards.
Clues may continue the story, give you items, or hint at future danger. Most are discarded after use.
Items are Clues that say "Keep this item." Place them face up in your inventory below the Game Board.
Premonitions are psychic images warning of dangers ahead. Keep them in your inventory and examine them as often as you like.
| Type | Icon |
|---|---|
| Climbing | Purple figure |
| Fighting | Green fist |
| Dexterity | Orange shoe |
| Perception | Blue eye |
| Strength | Red arm |
A Challenge Booster can only boost a Challenge of the same type.