[ F I R E B A L L I S L A N D ] _____ __ ___ __ __ __ ___ \_ \/\ \ \/ __\/__\/__\ /\ \ \/___\ / /\/ \/ / _\ /_\ / \// / \/ // // /\/ /_/ /\ / / //__/ _ \/ /\ / \_// \____/\_\ \/\/ \__/\/ \_/\_\ \/\___/ v0.94 by Eikon (eikon@carolina.rr.com) INFERNO ITEM CARD IMAGES: http://www.eiksoft.com/fireball *** INFERNO ITEM EXPANSION RULE GLOSSARY *** I. Item Rules II. Acquiring Items III. Digging for Items IV. ITEM SET 1 1. Fireflash Boots 2. Torch 3. Revolver 4. Landslide (Event/No Item) 5. Tome of the Viper 6. Staff of Vul-Kar V. ITEM SET 2 1. Witchlord Crystal 2. Voodoo Doll 3. Waking the Dead (Event/No Item) 4. Leather Whip 5. Boat Anchor 6. Fireflash Shield I - [ ITEM RULES ] A. Players can hold up to three items, but no more than one of any particular item. Should the dig roll result in a duplicate item, they may continue to re-roll until they receive a different item/event. B. Different players can possess the same item. C. All Items are single use only. D. Players may use any number of items per turn. E. Items are not dropped when a player is hit with a fireball or affected by another item. F. Cancel cards do not affect items. G. If a player has both the Fireflash Boots and Fireflash Shield in their inventory, they may discard both at any time to roll an ULTIMATE FIREBALL. This fireball can't be stopped by any card or item. After rolling the ultimate fireball, you may then draw any single (non duplicate) item of your choice for free. II - [ ACQUIRING ITEMS ] You have a chance to acquire an item by landing on dark board spaces. If you have less than three items, roll the die, otherwise just draw a card as usual if you have less than four. If you roll a 1 (Item Set 1) or a 3 (Item Set 2), you may roll again (dig roll) to determine which item you receive, otherwise you draw a card if you have less than four. HOUSE RULE: If you wish to have a greater chance at acquiring items, you may specify that a roll of 6 for an item/card means that you may reroll the die. This means that your chance to acquire an item or a card are equal. III - [ DIGGING FOR ITEMS ] Players use a shovel to discover items. Your first roll to acquire an item determines which set you choose from, the result of your dig roll determines what item you receive from the chosen set. IV - [ ITEM SET ONE ] IF YOUR ACQUIRE ROLL WAS A 1, YOUR DIG ROLL RESULT YIELDS THIS ITEM SET 1. * Fireflash Boots * - Strap on these magic boots to dash across bridges in a flash as quick as fire! Use after a die roll in which you would normally end your turn on a bridge. Move one space ahead of the bridge instead of stopping. Alternatively, if the roll does not end your player on a bridge, you can also use the boots to move ahead up to three spaces. Item can only be used during your turn. 2. * Torch * - The torch will help to light the way in the dark labyrinth like caves of the island. Only use this item when in a cave and before rolling for a cave number. Roll two dice instead of one and pick one result - move to that cave. In the event you roll doubles, your torch burns out, leaving you with a single result to choose from. Alternately, the torch can be discarded at any time to draw a card if you have less than four. Item can only be used during your turn. 3 * Revolver * - Player digs to discover a revolver with a single round in the chamber! Any player not in a cave that is within twelve spaces of your current position is considered in range of the revolver (start counting on the space to the left or right of your playing piece). Choose a target player from those in range. That player rolls the die for a chance to dodge the bullet. If they roll a 1, the bullet misses them, otherwise, put the playing piece on its side as if it were in a smolder pit. Standard smolder pit rules then apply - they must stand up and skip their next turn. Players shot while on a bridge move to the water penalty area and the jewel remains on the bridge. If a player is fireballed while laying down on the trail with the jewel, the jewel does not follow them to the corresponding smolder pit, it remains on trail space where they were shot. Item can be used at any time. 4. * Landslide * - Player sets off a deadly landslide comprised of falling boulders and receives no item. All players not in a cave must roll the die, beginning with the player who triggered the landslide. If the player rolls a 1, they avoid the landslide, otherwise they move back three spaces. Players hit by a landslide while holding the jewel must drop it on the current space before moving back. 5 * Tome of the Viper * - You dig to uncover an ancient spellbook that holds the secrets of the island. When playing this item, you may choose one of two possible effects. Firstly, the tome can be used in response to an opponent playing an item to cancel it. Alternately, you may use the tome to take an item of your choice from any player, as long as you have less than three items and it is not a duplicate of an item you currently possess. The target player must roll the die. If they roll a 1, the item does not change hands, otherwise you are successful in taking the item. Item can be used at any time. 6 * Staff of Vul-Kar * - Summon the power of the gods to have Vul-Kar do your bidding! May be used to roll a fireball or stop a fireball. You may also choose to redirect the fireball of an opponent. When redirecting, you must launch your opponent's fireball from Vul-Kar, facing any of the five directions. Player's who possess both the jewel and the ruin token may not have their fireballs redirected. Item can be used at any time. VI - [ ITEM SET 2 ] IF YOUR ACQUIRE ROLL WAS A 3, YOUR DIG ROLL RESULT YIELDS THIS ITEM SET 1 * Witchlord Crystal * - Use this ancient quartz crystal to see into the future. When playing this item, roll the die. If you roll above a 3, subtract three from that number for your result (X). Choose a target player, he must shuffle his hand and you may pick up to (X) cards from his hand to be revealed to you. You may then take any one of the revealed cards from your opponent. Item can be used at any time. 2 * Voodoo Doll * Your digging uncovers a cursed voodoo doll that looks suspiciously like one of your opponents! Players who possess the voodoo doll item may play it to leave the voodoo doll behind on their current space. Mark the trail space in some way so others can see where the voodoo doll is. Any player whose movement roll would have them pass over the cursed space must end their turn on that space as if it were a bridge. They are then forced to discard a card of their choice. If they have no cards, they must discard an item of their choice, if they have no items or cards, the curse does not affect them. The voodoo doll is only removed from the board space once it causes a player to discard a card or item. The voodoo doll does not affect the player who played it. Item can only be used during your turn. 3 * Waking the Dead * - Your digging has disturbed the resting place of an explorer who perished before you in an attempt to recover the jewel! You receive no item. Each player rolls the die. The player with the lowest result becomes haunted by the ghost. If two players both roll the lowest result, they must continue to roll until a victim is determined. Haunted players do not roll for cards/items when landing on dark spaces. Instead when they reach a dark space, they must roll the die in an attempt to exorcise the spirit. If they roll a 1 or a 3, the ghost remains attached, otherwise the spirit leaves you, vanishing in the light of dawn. You do not get to roll again that turn for a card/item, even if you escaped the ghost. Players can only be haunted by one ghost at a time, but more than one ghost can be in play at once if they are haunting different players. Players who are already haunted do not take part in the roll to determine who gets the ghost. 4. * Leather Whip * - Use the whip to fight off all opposing explorers in your path! Do battle with each player not in a cave that is within six spaces of your current position (start counting on the space to the left or right of your playing piece). Each player in range must roll the die. If they roll a 1, they avoid your whip attack, otherwise, put the playing piece on its side as if it were in a smolder pit. Standard smolder pit rules then apply, they must stand up and skip their next turn. Players whipped while on a bridge move back to the first unoccupied space before laying down and the jewel remains on the bridge. If a player is fireballed while laying down on the trail with the jewel, the jewel does not follow them to the corresponding smolder pit, it remains on trail space where they were hit with the whip. Item can be used at any time. 5 * Boat Anchor * - Your digging uncovers an anchor that can be used to slow down anyone who tries to escape with the jewel. You may play this item at any time to attach the anchor to the boat. Any player that has the jewel must now roll the exact count needed to land on the dock to win the game while the anchor is attached. In the event they do not roll the exact count needed, and the movement roll is not enough to place them on the dock, they do not move their playing piece. If the roll was not exact, but was enough to land them on the dock, they must re-roll the die for a chance to cut free the anchor. If they roll a 1, they successfully cut loose the anchor and WIN THE GAME, otherwise the anchor stays attached and they must move back one space. Only one boat anchor can be attached at any time. Item can only be used during your turn. 6 * Fireflash Shield * - You dig to discover a shield that could only have been crafted by the hands of a God. In the event that your player has been fireballed, hit with the leather whip, or shot with the revolver, use this item in response for a chance to cancel the effects. Roll the die, if you roll a 1, the shield fails to save you, otherwise your shield deflects the fireball/whip/bullet - you do not move to a smolder pit, lay down on the trail, or drop the jewel. Stand your playing piece back up on the space you were originally standing on before being attacked. Item can be used at any time.