Story

Your blade flashes and the cultist falls before you in a heap. That was almost too easy. You remove his golden animal mask and the swathings beneath it. You see a skull shorn of flesh, grinning. In its teeth is a golden medallion inlaid with an unblinking, all-seeing eye.

Can it be...? It must be! This trinket is one of the Eyes of the Portalnomicon! A key to the Temple of Malice, where the cultists summon their demon allies and hell-forge their anguishstones. A horrid pit from which few return and none return unchanged.

What luck! You're going to be rich!


Objective

Steal as many medallions as you can, but make sure you escape through the portal before you’re trapped here forever.

You win when you exit through the portal in the upper-right of the card. You do not need to land exactly on the space.

You lose when you scratch off your last protection talisman, or when you run out of turns before reaching the exit.

HINT: You're toying with forces beyond human understanding, but try to understand them anyway. Pay attention to these hints for important clues to help you win.


Instructions

Your initial location is the start space at the bottom of the card. Scratch it off to begin the game.

Each turn, scratch off a block from the Tablet of Malice on the left of the card, starting from the top and working your way down. Each time, you’ll reveal three numbers.

You may use each of these numbers once, in any order, to move that number of spaces from your current location. Each time you use a number, scratch off the space that you are moving to. This is your new location.

Only scratch off your new location, not the spaces between your old location and your new one.

From the start space, this player moved two, then four (to dodge the trap), then one (to grab the medallion).

You may choose to skip any numbers you want, but you forfeit them forever and may not use them on a later turn.

You are drawn irresistibly toward the portal, so you cannot backtrack.

HINT: Numbers range from 1 to 4, with each number appearing exactly 12 times in each game.


Spaces

Watch where you step! Different types of spaces have different effects.


Empty

Empty spaces do nothing when you land on them.


The Portal

The instant you touch the portal, the game ends, whether you land precisely on it or pass through it.


Medallions

When you land on a medallion, steal it and increase your score by one point.


Traps

When you land on a trap, look out!

If you reveal blood-covered spikes (a 66% chance) you are hurt and must scratch off one of your three protection talismans at the bottom of the card.

When you scratch off your last protection talisman, you lose the game.

NOTE: If you do not reveal blood-covered spikes (a 33% chance) you are unharmed and there is no effect.


Arrows

When you land on or pass over an arrow space, the arrows on the floor indicate which direction(s) you may go next.


Scoring

When you win the game, your score is the number of demons who've possessed you—er, medallions you've stolen:


Questions?

If you have any questions about the rules, please email zach@coincidence.games to help us improve them.