AtmosfearTM - The Harbingers
(age 12 upwards)
Distibuted by Mattel Game ©1995 A Couple 'A Cowboys Pty
Limited

Concept:
In the sequel to " NIGHTMARE", players are vying to take over the Gatekeeper's job as ruler of the
Underworld. To do so, they must first become one of the Harbingers and
brave the pit of fear.
Gameplay: 3 - 6 players approx 1 hour
Before the game starts, players determine
who will be "the chosen one." The chosen one sets up the board, arbitrates
disputes and gets special attention from the Gatekeeper.
To start, each player writes down their
"greatest fear." These slips of paper are placed in a container at the
centre of the board. Players are given a skull marker with a number, and a
"slab" with the same number (the slab is to hold keys and the character
cards later.

The video tape is started. The rules are
recapped by the tape. Then the game begins!
Players roll 1 die to move their skull
around the board. For the first 10 minutes, the goal it to get to a
"headstone" by an exact roll and become one of the harbingers: Vampire,
Mummy, Witch, Poltergeist, Werewolf, or Zombie. When the Gatekeeper
appears on the television, all play stops and he must be obeyed.
When a player becomes a harbinger, they
pick up the character card and place it in the slab. any other player
attempting to be the same harbinger must move on to another headstone. The
new harbinger replaces his/her skull piece with the harbinger's piece -- a
bat, tooth, hat, cauldron, etc.
Once the 10 minutes have expired, players
who are NOT harbingers are given cards for "Soul Rangers." Sections of the
board that belong to unclaimed harbingers are turned over to reveal sewer
maps. Soul Rangers cannot leave the sewers except on special
occasions.
If after 10 minutes, more than half of
the players have NOT become a harbinger...i.e. Soul Rangers... the game
ends, and the players lose.
Once players are a harbinger -- or a Soul
Ranger -- their goal changes. Now they must collect at least one of each
colored keys around the board. Each key grants a player special powers.
For a harbinger -- players gain the ability to Duel, fly, escape the
"black hole", move through gates, use double dice, and steal a square from
another player. Soul Rangers gain abilities to Duel and escape from the
sewers. To get a key, a player must land on the key location by exact
count.
Of the obstacles in the game, the black
hole is the worst -- unless you have a key, if you land on a black hole or
get banished by the Gatekeeper, you cannot leave the spot until you are
released.
If a player lands on a special space
marked by a lightning bolt, they may duel with another player -- assuming
they have the key that allows them to duel. To duel, the lay a card with a
number from 1-7 face down and the opponent does the same... the highest
number wins -- except a 1 beats a 7! Soul Rangers don't have cards, so
they duel by rolling dice -- highest number wins! The winner of the duel
steals a key from the loser.
Once a player captures all 6 colours of
keys, they race to the centre of the board to their starting position.
Once there -- by exact roll -- they draw one of the fears from the game's
start. If they drew their own fear, they must return to the harbinger's
headstone and try again. If it was Not their fear -- they yell "NOT!" and
stop the video tape, and win the game.

Winning Conditions: