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Tomb/Ruin
The Tomb or Ruin will be deserted. Nothing will happen, no digital display will appear, no light-up picture will flash on. You will only hear the sound of a creaking door shut. Your turn is then over.
Or, you may instantly discover one of the 5 treasures as a bonus without fighting a battle. Sanctuary
Citadel The Citadel spaces are the 4 territories with the kingdom flags and crests. You can only move your pawn into your own home Citadel territory, not foreign Citadels. If you enter your home Citadel near the end of the game when you have collected all three keys, crossed all four frontiers and are ready to lay siege to the Dark Tower, you will get special reinforcements. If you have between 5 and 24 warriors in your force, the number of your warriors will be doubled. If you don't have this number of men, the Citadel will act as a Sanctuary and supply you with the usual bonuses of warriors, gold and food if you qualify for such aid. This warrior-doubling can be an important strategy to take in preparation of your siege on the Brigand force in the tower. Note - You can revisit the Citadel and redouble your forces again only if you visit a Tomb, Ruin, Bazaar or the Dark Tower in your own kingdom in the interim. Bazaar
Selecting the item you want... if you are not interested in buying a particular item, press the NO/END button which means I'M NOT INTERESTED, SHOW ME MORE. The next item to be sold will then appear on the screen with its price. Continue to press the NO/END button until the desired item appears. Then you may either buy the item or haggle with the merchant about the price.
Buying an item. If you wish to buy an item at the stated price, then press the YES/BUY button to tell the tower, YES, I WANT THAT PARTICULAR ITEM. You can buy one of the following on a turn:
Note - the five items will always be displayed in the above order. Beasts, Scouts and Healers are special commodities. You can own one of each, but once you purchase one, such items will never be shown to you for sale again. Each costs roughly 15-20 bags of gold. Frontier
If you attempt to leave a foreign kingdom without discovering the key for that kingdom, the tower will not allow entry into the frontier, and will flash the KEY MISSING picture in the window along with a "sad-sounding" tone. The player must return to the last territory it was in before crossing into the frontier, and stay in that kingdom until the key is discovered. Use of Pegasus to cross Frontier... if you use a Pegasus token to fly to another territory in another kingdom, you must pause in the Frontier to alert the tower that you are now in a new kingdom. Note that you can't fly out of a kingdom unless you have the key for that kingdom.
You may attempt to enter the Dark Tower only when you have fulfilled all of the following requirements: you have collected all three magic keys; you have crossed all four frontiers and are back in your home kingdom. Move your pawn to the Dark Tower space and you are ready to being your siege of the tower. When the DARK TOWER button is pressed you will hear a few notes of the "1812 Overture" and the tower will signal you to solve The Riddle of the Keys! The Riddle of the Keys...in order to gain entry into the Dark Tower and to fight the final battle with the Brigands within, you must unlock the tower by arranging the brass, silver and gold keys in proper numerical order... this is called solving The Riddle of the Keys. Essentially, you are shown a random key, and you must guess whether this key is first. If you guess correctly, you will be shown a second key, and so on. A failed guess ends your turn, and you may try again later.
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