Trap Map Galaxy Rule Booklet Number of Players: 2-4 Recommended Ages: 9 and up Introduction: Adventure has a tendency to call your name which leads you to some sticky situations. You enter an ancient alien ruins and suddenly the door disappears behind you! Now you find yourself lost and have to fend for yourself in a trap-ridden, space-themed maze. Activate traps, find a key, and get to the exit before everyone else. Otherwise you may remain here trapped forever… Summary and Objectives: The goal of the game is to find a Key, then get to the Door and be the first to escape the ruins. Players explore the maze and purposely activate traps to find a Key and the Door hidden inside. Components of the Game: * A Six-Sided Die - used to determine how many moves a players make per turn * Game Board - 70 Green Traps and 16 Yellow Traps Basic Gameplay: What you do on your turn: Roll a dice to determine how far you must move. (i.e 6 on a dice = 6 spaces). Players can choose the direction they wish to travel. Players cannot move on spaces they have already moved on in the same turn. (No backtracking and no shuffling!) * If there is a Trap in your path, you can either: * Choose to activate that Trap (ending your turn and preventing you from moving any further). * Or just keep moving past it without activating it. * If you land on another player: * Push that player’s piece one space away (that isn’t blocked by a wall). If player is in a dead-end, then you can’t move. Activating Traps: * If a player lands on a live Trap space: that trap MUST be activated. Even if a player forces another player into a Live Trap or the result of a Slide Trap. * When a Live Trap is activated: Follow the instructions on that trap. (See Trap Guide for more details) * Once a Trap has been activated, it becomes a Dead Trap. Dead traps are left flat face-up on the board and do nothing. dead trap.png The Trap Guide Immediate Traps: (White) These traps apply immediately. Corridor Crush - Every player hit in the same corridor loses a turn. (Entire column/row, stops at nearest wall. i.e. Bomberman explosion) Dud! - Trap does nothing, lucky you! Lose Your Key - If the player owns a key, their key is “lost” and placed back at that player’s start position for anyone to pick up. Mind Control - Player rolls a dice and moves another player that many spaces. One Step Ahead - The player who activates this trap, moves another player one space. Reactivate a Trap - Player chooses which Trap to reactivate and make it a Live Trap. Reveal One Trap - Player flips over a Green Trap for everyone to see, then flips it back over. Slide Back - Move player back # of spaces on Trap. If player lands on another trap, that trap is activated. Summon the Glitch Dolphin - All other players roll their dice and the sum of their rolls is how much the player can move. Only non-key holders can use this. Swap with a Player - Player must swap places with another player of their choice. Take Person’s Key - If another player has a Key, they can take the Key, otherwise this trap does nothing. * Green Traps - these are traps, buffs, and Keys that are hidden under green tent game pieces. tent.png * Yellow Traps - these are Harsh Traps represented by yellow tents. These traps have even more risk if the player activates them, but the Door is one of them. tent.png * Door - this is disguised as one of the yellow tents and the main objective to beating the game. key.png * Keys - These are disguised as one of the Green Traps and required to open the door. Players can’t beat the game without it and can only have Key at a time. If a player finds a Key, but already has one they must leave that Key face up for another player to pick up. Set-Up: 1. Place board down, shuffle the Green and Yellow traps, place green traps on Silver stars, and Yellow traps on gold squares. 2. Player pieces go on their starting spaces. 3. Player that goes first is determined by highest dice roll. Player turn order goes clockwise. Panic Mode: * Once the door has been found, the game moves into PANIC MODE! * During Panic Mode: Traps cannot be skipped. They are activated as soon as they are stepped on. Battle Gameplay: * Players can Battle other players for their keys! If a player is adjacent to another player and there is no wall between them, that player can initiate a Battle. (You can only initiate a Battle if the defending player has a key and you do not.) To Battle: * Defender and Attacker each roll their die for a higher number. * The player that rolls the higher number gets to keep the Key and push the losing player three spaces away in any direction the winning player chooses. If there is a draw, players must reroll. Ending the Game: * The Game ends when a player with a Key reaches the door. They are the Winning player and they get all the bragging rights! Items to Keep: (Blue) Players can keep these and use them whenever it’s their turn. Cut Corners - Player can move once diagonally. Move Through Wall - Players can move once through a wall. Key - Needed to open the Door and win the game. Next turn traps: (Orange) These traps apply on the player’s next turn. Lose/Add Moves - On your next turn, apply the +/- to your move Roll. Lose Turns - Your turn is skipped for the number of turns on the Trap. Add Turns - Player gets extra rolls determined by Trap. Game Credits: Dominic Ariganello Sonia Ayala Emma Harte Paloma Macias Lance Mitchell James Tran