Domain - Warlock's Challenge: Rules

Enter unarmed, there are weapons within,
My guardians are bold and you may not win.
Magic and treasures simply around,
For the challenger, there to be found.
Should your luck fail and death take its toll,
Then all I claim is your worthless soul.
          Algrim

The notice had been scrawled in red ink and the people had joked that it was the blood of failed challengers. Several days had passed and I had closely followed the brief directions given. It was during this time that I'd discovered that Algrim had been a warlock who practised in the black arts and enjoyed issuing challenges to the local inhabitants. To him, these challenges were a game, and a deadly one at that. Participants lured by the thought of great treasures were never seen again. Algrim was eventually burned to death for being in league with the forces of evil Surely, it cannot be the same Algrim who recently issued the challenge in which I am about to partake.

What interested me more were the rumours of fabulous treasures such as the bloodstone, the cloak of invisibility, the great grimoire, and the staff of life. These treasures, I discovered were four of his five most important possessions. The identity of the fifth, which he values above all other items, is unknown, to me.

My weapons had been removed, and I'd received a lantern and two small pieces of flint which, I was to carry at all times. The larger of the two goblins who had attended to my preparation told me I was now allowed to enter any of the twelve doors facing me and so take up the challenge.

Chuckling to themselves, they hurried away.

What if the challenge had really been written in blood? If so, would my blood be used to issue the next challenge?

A shiver ran, down my spine, and suddenly I was quite afraid. I had come too far to turn back now, and warily moved towards an entrance.


DOMAIN is a game for two to four players; and on principle it is also possible to play it alone. The player(s) must move their characters through the domain of the warlock, reach the treasure chamber and then remove one of the four major treasures from the labyrinth. The players will encounter a number of dangerous as well as useful objects, creatures and rooms. Success is not guaranteed and obviously rather difficult, however, succeeding will give the player a great deal of satisfaction and a real sense of achievement. The demanding challenge of successfully achieving the ultimate aim of the game plus the broad range of variables which ensure that no two games are similar give DOMAIN an extensive playing power.

At first glance the rules may appear lengthy and complicated, but you will soon realise that this is not so. The rules are simple and easy to learn, and the thematically structure makes it possible to look up any topic very quickly, the result is an exciting game for all ages from 10 years upwards.

In these rules, we constantly refer to the (male) player and his object cards, his turn etc. This is only done to simplify word usage, however, and of course also includes any (female) player and her object cards, her turn, etc. Similarly; the terms "player" / "player character" and "experience" / "experience points" are used interchangeably.


GAME MATERIAL AND PREPARATION

The material included with DOMAIN consists of a large board divided into squares, which is used to lay out the room tiles during the course of the game to create the labyrinth, this rulebook, two six-sided dice, ten plastic stands for the player characters, and ten coloured sheets depicting a variety of room tiles, character sheets, object cards, and other material. The function of the different components is explained in the appropriate chapters of this rulebook.

Before playing DOMAIN for the first time, you have to punch or cut out the pre-cut components printed on the included ten sheets of card.

Please sort the "object cards" (the small cards having a black, light, red or green ¤ or a light X on one side) according to the printed symbols, and further divide each kind of object card into "blank" cards (those with nothing printed on the back) and cards which have something printed on their backs. The recesses in the game box are used to store the different kinds of cards; these are drawn randomly during the course of the game.

The character tokens printed on the enclosed sheets represent nine different player characters and one warlock (on sheet 10). Use the plastic bases included to make these stand up. Use one of the recesses in the game box to store the character tokens, the remaining cards, and the small counters showing letters and/or numbers. The parts printed entirely black on both sides are not needed.

The remaining material consists of 89 room tiles and one "dark movement" card having a size of 3x3 squares, six treasure chamber and ante-chamber tiles having a size of 6x6 squares, four character sheets of the same size (printed in German on the reverse side), four lantern cards and four "objects from magic rooms" cards (printed iri German on the reverse side).

At the beginning of the game, each player receives a lantern card, any one character token with the exception of the warlock (it does not matter which specific character is chosen) as well as one character sheet, two "enter" and "exit" markers and 10 small counters (printed with "Luck", "LP", "E/10", "E/100", and the numbers from 5 to 10) in the colour of his character sheet. The "objects from magic rooms" cards are only removed from the box when required.

The room tiles having a size of 3x3 squares are used during the course of the game to create the playing area, divided into outer and inner sections. The tiles are marked accordingly on the back; put these face down (with the playing area being invisible) in two stacks next to the game board within reach of all players. All players use the "dark movement" card.

The remaining large tiles will be used during the course of the game; put these face down as well.

THE OBJECT OF THE GAME
The object of DOMAIN is quite simple; the player(s) must reach the warlock's treasure chamber and remove one of the four major treasures: the Cloak of Invisibility (*), the Great Grimoire (**), the Bloodstone (***) or the Staff of Life (****). To succeed, the player must exit the board alive at any of the player starting positions with one of the above treasures. He is then automatically declared the winner.

The more "*", the more prized the treasure is and the more difficult to successfully remove from the board (see "The Warlock's Treasure").

The domain of the warlock and where he may appear are created during play (see "Laying the Tiles" and "Beware the Warlock").

Instead of playing to the end, the players have the option to mutually agree on a time limit at the start of play; the survivor with the greatest riches who is still on the board is then declared the winner. Each of the major treasures is worth more than any other treasure found; the worth of the major treasures in relation to each other is determined by the, number of "*".

STARTING THE GAME
The players decide; e.g. by throwing a die, who is to go first.

Each of the players chooses a separate quadrant of the game board from which to start, and puts his character token there. In games with less than three players, the area of the game board marked correspondingly is not used.

Play begins with each player in turn entering the board at any one of the twelve positions along the grey line in his quadrant and laying a tile there (see "Laying the Tiles").

Play proceeds clockwise then.

PLAYER CHARACTERISTICS
Each player character commences the game with the following characteristics. Put the small counters enclosed ("LP" for life points, "Luck" for the luck rating, "E/I 0" for the ones and "E/I 00" for the tens of your experience/ initiative value, and if you want a number from "5" to "10" to show your present attack strength) on your character sheet in the corresponding squares - these can be exchanged or repositioned during play to show changes in these characteristics.

Life Points
Each player character begins the game with 10 life points (LP). These can be reduced as a result of combat, poison, poison gas, traps, etc.

Example: A character falling into a pit trap may incur a loss of 1 or 2 LP.

When a character's life points are reduced to zero; that player character has been killed and the player's token and possessions are removed from the board.

If the player wishes to return to the game, all characteristics are re-set to their starting values, and he may enter play again on his next turn from his original starting quadrant. All tiles, traps, creatures, and objects previously laid remain on the board. The player will gain no experience for passing over tiles which have already been laid (see "Experience / Initiative").

Life points may be increased by eating or magic, but never beyond the original rating of 10.

Luck
Each player character begins the game with a luck rating of 10.

When a player is to lose life points (e.g. as a result of a defeat in combat), he may decide to test his luck.

A player must state his intention to carry out a luck test immediately he has been called upon to lose life points. To carry out a luck test:

The player rolls two six-sided dice. If the total score (sum) is equal to or less than the player's present luck rating, the luck test has been successful and no life points are lost for that turn. If the score is greater than the luck rating, the test has been a failure and the player must incur double the original loss in life points-this can be explained as an exceptionally bad fall, sustaining a greater injury in combat, etc.

Whenever a player makes a luck test (successful or not), his luck rating is reduced by one until a minimum of 2 is reached.

Luck ratings can never be increased, only decreased.

Example: A player falls into a pit trap which causes -2 LP damage, and decides to make a luck test. The player rolls two dice getting "5" and "3" for a total of 8. The player's luck rating is 10. Since the score obtained is less than the player's luck rating; the luck test has been successful. Although the player fell into the pit trap, he had a lucky fall and sustained no loss of life points - the player's luck rating is reduced from 10 to 9. Had the player failed the luck test, he would have received -4 LP damage as a result of a exceptionally bad fall.

Attack Strength
Each player character begins the game with an attack strength of 4, to which is added the score obtained on one die at the beginning of every round of combat (see "Combat").

Example: A character who obtained a dice roll of "5" at the beginning of his attack in a round of combat has an attack strength of (initial value 4 plus the 5 equals) 9 for this round of combat.

Players may increase their attack strength by the use of weapons or the magic spell "Double Trouble".

Example: The character from the previous example is carrying a rune sword (+4 for attack strength) and attacks a creature. The total attack strength for this round of combat is 9 (attack strength of the character) plus 4 for using the rune sword equals 13.

Defence Strength
Each player character begins the game with an initial defence strength of [8] which can be increased by the use of defensive objects, such as wearing a mail shirt ( [+1] for defence strength) or using a shield ([+1] for defence strength). Additions to defence strength are cumulative a character wearing a mail shirt and using a shield would increase his defence strength to (8+1+1) [10]. A player may not use two identical defensive objects (e.g. two mail shirts, or two shields).

Experience/Initiative
Each player character begins the game with an experience/initiative of 4.

The more experience a player gains, the greater his initiative becomes. Experience points and initiative have the same meaning, and in combat initiative determines who strikes the first blow.

Players can increase their experience/initiative by:

1. Laying 3x3 tiles in their own quadrant of the board. For each 3x3 tile laid in the outer section of the board, a player's experience / initiative increases by l. For each 3x3 tile laid in the inner section of the board (the squares marked with diagonal crosses on the game board), a player's experience/initiative increases by 2.

A player can thus gain a maximum of 11 experience / initiative points by laying the eleven 3x3 tiles in his outer sector, and an additional 20 experience/initiative points by laying all ten 3x3 tiles in his inner sector. Laying tiles in another player's sector gains no experience/initiative points.

2. Defeating an opponent in combat. Each success in combat increases a player's experience/initiative by 1.

3. Passing luck tests. For each luck test passed, the player's experience/initiative is increased by l.

LAYING THE TILES
Every time a player enters a tile-free square on the game board, he draws a 3x3 tile from the appropriate stack, puts it on the game board and enters it on the square containing the white or black dot (for tiles in the outer sections) or the correct entry position (corridor or room with no wall at the edge of the tile) for tiles laid in the inner sections.

There are two kinds of 3x3 tiles in DOMAIN - tiles containing light and dark locations which may only be laid in the white (outer) sections of the game board, and tiles containing corridors, rooms, and walls which may only be laid in the (inner) squares marked with a diagonal cross. All tiles are marked correspondingly on the back.

Tiles for the Outer Sections
Outer tiles have three or four dots (e.g. dots in light corner, light middle edge, dark corner, and dark middle edge) and as a player leaves one tile and enters a tile-free square, he draws a tile for the square entered. The dots are positioned in such a way that entry to a drawn tile determines how that tile is laid. Entry onto a drawn tile must always be on a similar positioned square to the one departed and must contain a dot, e.g. light comer to light comer, dark middle edge to dark middle edge.

Some dotted squares also contain a light or black ¤ These squares not only determine how the tile is laid (see "Movement"), they also serve as "object squares" (see "Object Squares").

Tiles for the Inner Sections
Inner tiles do not have dotted squares; here the arrangement of the corridors, rooms and walls determines where a tile can be entered and how it is to be laid. Walls or "half walls" (a wall being shown on the edge of one tile, but no wall being present on the adjacent edge of the neighbouring tile) cannot be "passed through".

Since the players create the playing surface during play, no two layouts will ever be the same.

Large Tiles
The material contains six 6x6 tiles - four antechamber cards and two treasure chamber cards: The four antechamber cards are shuffled and drawn when required (when a player wants to enter one of these); only two are actually used in each game of DOMAIN. The antechamber cards are positioned in such a way that the small arrows printed on the tile are in the same positions as the small arrows printed on the game board.

Only one of the treasure chamber tiles is used in each game. When the treasure chamber card is required, randomly draw one of the two cards enclosed and position it in such a way that two of the dark squares can be moved onto from the adjacent ante-chamber card(s) the other two edges of the treasure chamber tile are impassable due to the walls. The four major treasure cards are then shuffled and placed face down on the centre four squares of the treasure chamber card.

These six large tiles mean twelve unpredictable centre combinations are available, and the position of the four major treasures, unpredictable.

MOVEMENT
Each player may move one or two squares, either horizontally or vertically each turn. No diagonal movement is allowed.

In the outer section (light and dark squares) access to and from the dark areas (moving from a light square to a dark square or vice versa) can only be achieved by using the stone steps. A lit lantern is required for guaranteed trouble free movement in dark areas (see "Lantern Cards").

A player moving in a dark area onto a blank square draws the appropriate tile for that square, positions the white dot at his point of entry and moves accordingly. Should no dark area on the tile contain a white dot in a suitable position, the black dot on the light area is positioned at the point of entry. The player has then reached a wall and cannot enter the newly laid tile. The player in this situation; ends his turn after adding any experience points in accordance to the rules (see "Experience/Initiative") even though he never entered the tile which he just laid.

Archways occur in the dark areas of the outer sections, and can be used to move beneath the light locations on the same tile. Archways are depicted as masonry crescents in dark squares on either side of a light square. Players may use archways to gain access to what would otherwise be isolated dark areas, so increasing the range of movement: Movement through an archway from a dark square on one side of a light square to a dark square on the other side counts as one square only; permitting the player another square of movement. A light object squarer that is "crossed" in this way is ignored {see "Object Squares").

Lantern Cards
'These cards are printed with a lit lantern on one side and an unlit lantern on the reverse. Each player begins the game with a lantern card, indicating whether or not it is lit by the side of the card he chooses to have uppermost. Place the lantern card next to your character sheet.

A lit lantern may be extinguished before movement; this incurs no movement penalty. An unlit lantern may be lit in any light location by indicating .the desire to do so; however this action takes a full turn and no movement can be made:

For complete freedom of movement in dark locations a lit lantern is required. Should a lantern go out in a dark location due to explosive gas or a strong breeze, a player who would like to light his lantern again must express his intention to do so, and then roll a die. If the result is "1 ", then the lantern has been lit (turn lit side face up). The attempt to light the lantern takes a full turn, whether it is successful or not. Should a player succeed in lighting his lantern at the location of explosive gas another explosion occurs immediately inflicting further loss of life points (see "Explosive Gas"). After lighting his lantern at the location of a strong breeze, the lantern is again extinguished (see "Strong Breeze").

Moving in a dark area without a lit lantern is difficult (due to disorientation) but not impossible. Position the "dark movement" card next to your player token, align it with the grid and throw a die to determine the direction of movement. The die roll determines the direction your player token has to move; rolling a "5" or "6" gives you freedom of choice.

Maximum movement in darkness without a lit lantern is one square. If a player is required or wants to use an archway while moving without a lit lantern, then the light square "crossed" is disregarded-the player has used the narrow walls to gain some orientation, and moves to the dark square on the other side of the light square in one turn. Freedom of movement is immediately restored once a player character in darkness reaches a square depicting a stairway. If while in darkness a player has to move towards a wall, movement is over for this turn.

Unlike other object cards, lantern cards cannot be discarded.

OBJECT SQUARES
When a player enters an empty object square (a square containing a black, light, red or green ¤ or a light X ), a corresponding (showing the same symbol in the same colour) non-blank object card must be drawn, and shown to all players. If the object card represents an object, the object can be left in the square (place the card face down when leaving the square) or taken by the player (leave a corresponding blank object card face down when leaving the square): If the card represents a creature, pit trap etc, the encounter must be resolved before the player moves on.

The procedure for combat with a creature is described in section "Combat". The results of object cards depicting pit traps, poison gas, etc. are described in the section "The Rooms of the Labyrinth".

Object cards representing pit traps, poisonous or explosive gas, spiked traps, a strong breeze or doors are always placed face down when the player leaves the square. Object cards representing trapdoors are always left face up for all to see.

Every time a player enters a square containing an object card, the face down card is turned over and combat, falls, gas, etc. must first be resolved before the player moves on.

There is usually only one object card, blank or otherwise, on any object square that has previously been moved onto.

OBJECT CARDS
Object cards not only contain a variety of useful items such as weapons, healing potions and magical objects, but they also include hostile creatures, pit traps, locked doors and other things hindering or endangering the players. Players may collect and use the useful objects in order to improve their chances of success. Naturally, a player cannot carry a pit-trap, poison gas, a creature, etc.

General information on the object cards and further rules are to be found in the sections "Using Weapons" and "Magic".

Weight
Some of the collectable objects are very light, while others are heavy. Most of the object cards bear a symbol showing the weight of the object and are as follows: "·" denotes a light weight, "· ·" an average weight and "· · ·" indicates it is heavy.

A player cannot carry more than 8 objects of average and/or heavy weight, one of which must be the lantern (which is of average weight). Only two carried objects may be heavy. Any number of light objects may be carried, and only count as one average object.

Information on the Object Cards
An entry like "6+[D6] " is the attack strength of the creature - in this example, 6 plus the score obtained on one die.

[10] is the defence strength of toughness (for doors)

The symbol "*" on an object card showing a creature represents the undead or a creature of the Dark Forces. These creatures can only be harmed by the weapons marked correspondingly (the Javelin * or the' Sword of Light *) or destroyed by magic means. Ordinary weapons are useless in attacks against such creatures, but defensive objects are of value.

An entry like "+4" means that the object increases the player's attack strength by the stated amount - 4 in this example.

The entry "2 MI" together with the symbol (rhomb), (circle) or (triangle) represents two usable magic ingredients of the kind (rhomb), (circle) or (triangle) (see "Magic").

Food, Healing Potions and Unlabelled Potions
Food is represented on the object cards as either a loaf of bread, a bottle of wine or a piece of cheese, healing potions and unlabelled potions as a bottle (together with the symbol [D6] to designate an unlabelled potion). The specific result (increasing the life points by the stated amount up to the maximum of 10 for food and healing potions, or the result according to the "Unlabelled Potion Effect Table") takes effect immediately these are drunk or consumed; the object card must be discarded after one use. Up to this point, the weight of the object counts against the total limit a player may carry. The weight of an object ceases to be of any consequence once it has been consumed.

Drinking unlabelled potion can be a risky business; the effects are found by rolling a die and consulting the "Unlabelled potion Effect Table". Discard the object card after the dice roll has been resolved.

Discarding Objects Being Carried
A player wishing to discard objects, which he is carrying, may do so at any time during his turn. The object cards are removed from that player's personal objects and placed at his current location. Should objects from dark areas be placed in light locations or vice versa, simply place an appropriate blank object card on top of the object(s) being discarded. These are the only times more than one object may be present at the same location.

Object cards being removed from the game (because of successful combat or the consuming of food and potions etc.) are put in a separate stack to avoid them being drawn again.

COMBAT
Whenever a player encounters an inhabitant of DOMAIN, combat must take place. In combat, the highest initiative strikes the first blow. The initiative of creatures encountered and the amount of life points lost if defeated by them depend on the creature's object symbol and is given in the table "Creature Initiative and Loss of Life Points". If the player and the creature have the same initiative, roll a die to determine who strikes the first blow. Combat in a dark area without a lit lantern always gives the creature the first blow, regardless of player initiative.

Example: A player with an initiative of 12, carrying a runes sword +4 and wearing a mailshirt [1] and a helmet [1], encounters an Orc guard. The Orc bears a black object symbol indicating an initiative of 10. The Orc has an attack strength of 5+[D6] and a defence strength of 10. The player has the greater initiative and hences strikes the first blow.

The result of striking a blow is always calculated by comparing the attack strength of the attacker with the defence strength of the defender. Weapons used will increase the attack strength, shields used and/or armour worn will increase the defence strength.

If the total attack strength is higher than the total defence strength, a damaging blow has been landed, if it is equal to or less than the total defence strength, no hit has been scored.

If the player strikes the first blow:
If the player scores a hit, the creature retreats - remove the card from the board and replace it with a blank object card which is put face down when leaving the square. Add 1 point to the player's experience/initiative.

If the player does not score a hit, the creature strikes back. If the creature scores a hit; the player loses the appropriate amount of life points (as given in table "Creature Initiative and Loss of Life Points") and retreats to the square he came from. Leave the creature's object card face down in the square where it was encountered. If the creature does not score a hit either, please refer to section "The Second and Third Round of Combat".

If the creature strikes the first blow:
If the creature scores a hit, the player loses the appropriate amount'of life points (as given in table "Creature Initiative and Loss of Life Points") and retreats to the square he came from. Leave the creature's object card face down in the square where it was encountered.

If the creature does not score a hit, the player strikes back. If he sc'ores a hit, the creature retreats - remove the card from the board and replace it with a blank object card which is put face down when leaving the square. Add 1 point to the player's experience/initiative. If the player does not score a hit either, please refer to section "The Second and Third Round of Combat".

The Second and Third Round of Combat
If neither the player nor the creature encountered score a hit during the first round of combat, there may a second and third round of combat. This is governed by the following rules:

If the creature encountered has the higher initiative, a second round of combat automatically follows. If the player has the higher initiative, he may decide to retreat to the square he came from and end this combat, or to start a second round.

The second round of combat exactly follows the sequence given above. Please remember that the basic attack strength is calculated again for every round of combat.

Given the rare case that no hit is scored in the second round of combat as well, a third round of combat may follow under the condition outlined above. Should neither participant score a hit in the third round of combat as well, the player retreats to the square he came from, thus ending this bout of combat, the creature's object card is then left face down in the square where it was encountered.

The second and third round of combat takes place during the same bound.

Example: The attack strength of the player character from the precious example is calculated at the start of combat and is 4+[D6] plus 4 for using the rune sword. If that total is greater than the creature's defence ([10] in this case), the player has landed a damaging blow and the creature retreats: The player's experience/initiative is increased by l, and the creature card is replaced with an appropriate blank card which is placed face down when leaving the square.

If the attack fails, the Orc guard hits back with an attack strength of 5+[D6]. This is compared to the player's defence strength, in this case [8] (initial defence strength) plus [1] for wearing a mail shirt, plus [1] for wearing a helmet making a total of [10]. If the Orc's total attack strength is greater than the player's total defence strength, the Orc has landed a damaging blow. The player must now retreat one square and loses 1 life point, because the Orc has a black object symbol. The Orc's object card is left face down in the original square until the same or another player enters that square again.

A player character whose life points are reduced to zero (or less) due to a hit has been killed and the player's token is removed from the board. The player can start again (see "Player Characteristics") or test his luck to possibly avoid the loss in life points and consequently retreat one square. Retreating one square after avoiding loss of life points only applies if they were to be lost as a result of combat (e.g. a player cannot retreat one square if he avoids loss of life points when he falls into a pit trap, he remains in the pit trap).

Using Weapons
Most weapons may be used one in each hand. If a player carries two of these weapons, he may use them simultaneously and thereby increase his attack strength with both weapons. Besides these, there are two-handed weapons; these are always heavy and shown on the object card as "(2)".

Example: A dagger +1 and a rune sword (both one-handed) increase attack strength bg a total of +5.

If a player is carrying a shield in this case, it is assumed to be slung over his shoulder, since both hands are used for attack with dagger and sword or a two-handed weapon. The shield thus has no defence value and is not used in calculating defence strength.

Where a player has more than one option as to which weapon or weapons to use, he must clearly indicate his choice BEFORE combat takes place and is bound by this for the duration of the combat.

Example: In the above example of a player armed with a dagger, rune sword, and shield, the player may decide not to use the dagger and prefer the shield instead, thereby reducing attack strength but increasing defence.

Two heavy attack weapons, even if these are not two-handed, cannot be used simultaneously.

The Sword of Light
The Sword of Light (· · · *) and the Javelin are the only weapons apart from magic which will destroy the undead (*). In normal combat (i.e. not combat with the undead (*)), the Sword of Light only has an attack strength of +3.

The Javelin
The Javelin (· · · *) has magic properties; it can only be thrown and not used in close combat. Its attack strength of +10 is the damage it can do when thrown at a target and not used in hand to hand combat. Once thrown, the damage is calculated in the normal way - player's attack strength of 4+[D6] plus the Javelin's attack strength of +10: The Javelin may be thrown from any horizontally or vertically adjacent square and will always find its mark. However, the Javelin has magic properties, and once thrown, it will disintegrate when the point pierces its target. The player must then discard the Javelin card.

Other Weapons
The battle axe ( · · · (2)) doubles its attack strength from +3 to +6 when used to break down doors. The rune sword ( · · · ) has an attack strength of +4. The broadsword ( · · · (2)) has an attack strength of +8. The scimitar-like orc-slayer (· · · (2)) has an attack strength of +8. The warhammer ( · · · ) has an attack strength of +8.

THE ROOMS OF THE LABYRINTH
The rooms of the labyrinth are created during play by laying tiles. The walls, corridors stairs, etc. limit player movement, and the "properties" of squares can be changed by object cards drawn.

Magic Rooms
Rooms containing a large pentangle are magic rooms. All objects and creatures found in the rooms are magical, and the ratings on the cards (increase attack or defence strength through weapons or armour, attack strength of creatures, loss or gain in life points, number of magic ingredients found or available each turn) are double strength, regardless of whether it is a creature, trap, potion, weapon, etc. Initiative, number, weight and effects or spells are not affected in any way. There are two magic rooms, providing a maximum of four magical objects.

Objects taken from magic rooms are placed near the carrying player on an appropriate "Objects from Magic Rooms" card to prevent them from becoming mixed up with ordinary objects.

A magical object discarded outside a magic room ceases to be magic, and normal ratings prevail.

Skull Chamber
This is a room of intense evil located among the inner 3x3 tiles. It is represented by a room with a huge open jawed skull (only the top jaw is shown) on the floor and the following instructions must be obeyed by all who enter it:

Anyone wearing a talisman (see "Magic") who enters the room is protected from the evil within, and may pass through as though it is normal.

Anyone not wearing a talisman who enters the room into the jaws of the painted skull (i.e. through the middle door) is instantly paralysed. Unable to move, characters in this situation slowly feel life points being drained from their bodies and only passing a luck test will free them from this deadly situation. They must attempt to pass the luck test on their next turn to free themselves and leave the room, failure to do so results in the loss of 2 life points. They must repeatedly try on subsequent turns to free themselves or perish in the attempt.

Anyone not wearing a talisman who enters the room through one of the other doors must make &127; luck test. Failure to pass a luck test in this situation results in the loss of 1 life point. If a character stays in the room for subsequent turns, this test is repeated every turn. Note that for each luck test passed, the player's experience/ initiative is increased by l.

Trapdoors and Stair Passages
Trapdoor cards are never placed face down but left for all to see. Any trapdoor (whether on an object card or permanent) will lead to other trapdoors (if existing) within a maximum range of six squares. The two squares containing the trapdoors being inclusive, and when counting this range, you may only "move" horizontally and vertically. The permanent trapdoors, which are printed onto the 3x3 tiles can only be entered by approaching from the direction of the arrows.

If a player is on a trapdoor square and there is another trapdoor square within the permitted range, the player can opt to move through the adjacent passage. Before entering the passage the player must express his intention to do so and ensure that his lantern is lit-a lit lantern is required for passage movement.

There is a pair of cards marked "Enter" and "Exit" for each player. To carry out passage movement, place your personal entry marker on top of the trapdoor on which you are standing and your personal exit marker on top of the proposed trapdoor exit. Remove your token from the board, and move the correct number of squares on the "Stair & Trapdoor Movement" strip on your character sheet. If the passage is 5 squares long, place your token on the square marked "5" and move along the strip with 1 or 2 squares each turn until you reach the square marked "1 ". Your player token is then placed on the trapdoor bearing your exit marker; the entry and exit markers are discarded until further passage movement is required.

Stair passages are found in the inner sections (marked with a diagonal cross) only. Stair passages are stairs on a single isolated square, leading down into darkness. They can only be approached in the direction of the printed arrow.

Range and movement are the same as for trapdoors using the entry and exit markers and the passage strip on the character sheet, but stair passages only lead to other stair passages, and trapdoors only to other trapdoors.

Trapdoor movement and stair passage movement are subject to random encounters (see "Random Encounters").

Random Encounters
Random encounters only occur when a player uses either trapdoor or stair passage movement. Every movement that ends on a square marked with a triangle on the passage strip of the player's character sheet is subject to a random encounter check. To do a check the player concerned rolls a die and consults the "Random Encounter Table". The result must be resolved before the next player's turn.

Defeat by a random encounter creature results in a loss of 2 life points. The player moves back one square on the character sheet, then must move out of the passage the way he entered. He is allowed to re-enter the passage afterwards.

Doors
Doors are found among the object cards, arid create obstacles when drawn. All doors have a toughness factor, which is depicted as a defence strength of [l0] or [12] on the object card. A player may break down any door by attacking it with an attack strength greater than its toughness factor. The square with the destroyed door can then be passed through on the player's next turn and the object card is replaced by a blank card.

The door cards represent either locked or jammed doors.

Object cards representing locked doors contain a key symbol and a number and can be opened (without resorting to force) if the player character has an object card with the corresponding key.

Example: A door card containing a keg and the number "5" can only be opened by a player possessing key 5.

A player using the correct key to unlock a door is assumed to have locked it again after passing through.

If a door card without a key symbol is drawn, it is assumed that the door slams shut behind the player character ( after he has passed the door). Once shut, these cards are treated as jammed doors and must be broken down before passing through.

Blocked Squares
These are represented on the object card by a pile of rubble and mark the spots where a part of the ceiling has broken down. These squares are impassable except by magic means (the player moves back to the square he came from and ends his movement).

Pit Traps
Pit traps vary in the degree of damage they inflict upon the person falling into them; the amount of damage done being given on the object card. If a player survives a fall (i.e. his life points are still above zero after the necessary deductions have been made), he must attempt to climb out during his next turn. To climb out a player must throw a die; a roll of "5" or "6" means that the player has successfully climbed out. The player may then position his token on any square horizontally or vertically adjacent to the pit trap and accessible from the pit trap square. An attempt to climb from a pit trap takes one full turn regardless of success of failure.

A player with a rope may use it to assist climbing out; a roll of "3", "4", "5" or "6" indicating success.

Pit traps can only be crossed by magic means, or by players carrying a rope on a roll of "5" or "6".

To cross a known or assumed pit trap or trying to cross one (dicing for success) by magic means (see "Books of Spells" No.8 - Long Jump) takes a full turn, and the player must be in a square adjacent to it. The object card remains face down until a successful roll has been made (any number except a roll of "1" indicates the spell works as planned an the pit trap has been crossed), and the card will then be turned face up for the duration of the crossing only. If the player was correct, and the exposed card is a pit-trap, a crossing has been made and the card is turned face down again. If the exposed card however is a creature, gas, etc:, then the card must be resolved before passage may occur.

A player character attempting to cross a pit trap by using a rope rolls a die to determine success or failure. A roll of "5" or "6" indicates success and the character is positioned on the other side of the pit trap (assuming one is present. when the object card is exposed).

A roll of " 1 " not only indicates failure, but also means that the player character has fallen into the pit trap (assuming one is present when the object card is exposed) and loses the amount of life points shown on the object card. A surviving character retains tlie rope and may use it to assist climbing out. Each attempt to cross takes one full turn.

Pit Traps with Toxic Gas
These are displayed on the object card by an open pit trap with a greenish-poisonous gas cloud inside. For each turn a player spends in these traps, having failed to climb out, a loss of 1 life point is incurred. Obviously, too much time spent attempting to climb out will prove fatal.

Spiked Traps
These are represented by two walls with a number of spears sticking out. A player character entering one of these squares loses 1 life point if he fails the compulsory luck test.

Explosive Gas
This is depicted on the object card by an explosion. Explosive gas only causes the damage indicated when a player is carrying a lit lantern. The lantern is blown out and players in dark areas are plunged into darkness.

Regardless of the explosion, explosive gas remains at the same location for the duration of the game. Consequently, numerous explosions can occur at the same location.

Strong Breeze
This is represented on the object card by a whirling mass of air. A lit lantern is blown out, if this object card is drawn or the square it occupies moved onto. This object card remains at the location for which it is drawn for the duration of the game.

Poison Gas
This is represented by a greenish-poisonous cloud on the object card and remains at the same location for the duration of the game. Poison gas causes a loss of life points in accordance with the poison gas object card.

MAGIC
Players may use one spell per turn in place of normal combat or as a means of overcoming obstacles such as locked doors or blocked passages.

To use magic, a player must have the knowledge required to perform the chosen spell (be in possession of an appropriate object card) and also all necessary magic ingredients ("MI" on the object cards) to make that spell work. There are three different magic ingredients; these are shown on the object cards as (rhomb), (circle) or (triangle) together with the number of ingredients available.

Magic spells require varying amounts of these ingredients. The description of a spell lists the kind and number of ingredients required to cast it.

Example: To use a spell with the requirements "2(rhomb), 4(triangle)", a player must be in possession of 2(rhomb) and 4(triangle), which are discarded immediately after use.

When casting a spell, the player rolls a die to determine whether or not it works as planned.

A roll of "1" indicates spell failure which could be down to a variety of reasons (e.g. too hasty a preparation).

No magic ingredients are expended when a spell fails tp work and the player may attempt it again on his next turn. There is no limit to how many times a spell may be attempted.

Knowledge to perform a spell comes in two forms, books of spells and magic parchments.

Books of Spells
Books of spells contain a variety of spells, which are indicated by the numbers on the object cards, the numbers referring to "Books of Spells". If spells in a book are shown as "2-4-6" on the object card, the book contains knowledge to perform spells 2, 4 and 6.

Books of Spells
1 - Healing Hands
Will restore all lost life points to a character and takes one full turn (no movement possible). Ingredients required: as 4(triangle) + 2(circle) + 4(rhomb).

2 - Open Sesame
Takes one full turn to prepare and will open any locked or jammed door for the next two full turns; the door then resumes its original position. Ingredients required: 2(triangle) + 2(circle).

3 - Invisibility
Player will remain invisible for one turn. Takes one full turn to prepare, player will then be invisible for next turn. The effects of invisibility are the same as for the Cloak of Invisibility (see "The Warlock's Treasure"). Ingredients required: as 4(triangle) + 2(circle) + 2(rhomb).

4 - Guiding Light
Illuminates the square the caster is on as well as the horizontally, vertically and diagonally adjacent squares for two complete turns. Takes one turn to prepare, and then lights darkness for the next two, turns. Ingredients required: as 2(triangle) + 4(rhomb).

5 - Boneshaker
Will destroy an undead creature (*) on any horizontal or vertical adjacent or occupied square immediately with the exception of the Reaper Ingredients required: as 2(circle) + 2(rhomb).

6 - Icy Blast
Will immediately freeze any creature on a horizontal or vertical adjacent or occupied square (except undead (*) creatures on object cards marked with a green ¤) for one complete turn. Ingredients required: as 2(triangle) + 2(rhomb).

7 - Human Mole
Permits movement through a blocked square or wall. Takes one full turn to prepare the player moves through on the next turn. Ingredients required: as 2(circle) + 2(rhomb).

8 - Long Jump
Allows a player to jump over a known or assumed pit trap. If the object card happens not to be the anticipated pit trap, and turns out to be a creature, gas, etc., then the square jumped over must be resolved. In this case, player movement ends in the square. Ingredients required: as 2(triangle) + 2(circle).

Magic Parchments
Parchment spells are more powerful forms of magic, but the parchment disintegrates after use -discard the object card. All parchments have the weight "·".

The spell contained on a magic parchment is given on the object card; the effects are listed in section "Parchment Spells".

Parchment spells that work, take effect in the turn they are cast if the caster has a greater experience/initiative than the proposed target, or in the case of the spells "Ante Freeze" and "Fireball", if the caster is on a horizontal or vertical adjacent square to the target or on the same square.

Parchment Spells
Ante Freeze
Will destroy any undead creature ( * ) including the Reaper on any horizontal or vertical adjacent square as well as the one occupied by the player. Ingredients required: as 4(triangle) + 4(circle) + 6(rhomb).

Mirror Image
Will destroy the Medusa (see "The Medusa"): Ingredients required: as 6(triangle) + 4(circle) + 4(rhomb).

Double Trouble
Will double any attack strength in hand to hand combat for one turn. Ingredients required: as 4(triangle) + 6(circle) + 4(rhomb).

Fireball
The most powerful of all spells available. A fireball will home in on the nearest life-force (not the sender) and destroy it, no matter how powerful it may be. If two life-forces are equidistant from the sender, and no doors or walls interrupt the fireball's passage, then the fireball will destroy the life-force having the smaller experience/ initiative. This possibly includes any other player characters. A fireball will not destroy the undead (*), and will not penetrate doors or walls. This spell can also be used to destroy a creature on the same square as the caster. Working a fireball spell costs the caster 2 life points. Ingredients required: as 6(triangle) + 6(circle) + 6(rhomb).

The Magic Ring
The magic ring guarantees the wearer two magic ingredients of his choice at all times, (i.e. 2(triangle), 2(circle) or 2(rhomb)). These ingredients can vary from turn to turn (e.g. 2(rhomb) in one turn and 2(circle) in the next), if required. These ingredients are only available when they are actually needed "stockpiling" ingredients for future use is not possible. Due to the concentration of magic, the ring has the weight "··".

A player carrying two magic rings nullifies the powers of each; one must be discarded in order to activate the power of the one being carried.

The Talisman
Like the ring, the talisman guarantees the player two magic ingredients of his choice at all times, which are only available when they are actually required. As with the ring; the talisman is of average (··) weight. The talisman also gives the player an additional [2] defence strength and protects him when entering the skull chamber (see "Skull Chamber").

A player carrying two talismans must discard one in order to activate the other: A magic ring and a talisman worn by the same player do not nullify each other.

Summon Evil
DOMAIN contains three object cards with a "Summon Evil" amulet which is represented by a skull with fangs. These tan be used by characters wearing a talisman and entering the skull chamber (see "Skull Chamber"). The procedure for characters carrying "Summon Evil" object cards and wearing a talisman and who wish to summon the evil presence within the room, is as follows:

The player concerned must first move his character onto the middle square of skull chamber and state his intention to summon evil: On his next turn, the player discards the summon evil object card and the rolls a die to determine the outcome. On a roll of "1 ", a hideous manifestation appears and ALL life points are drained from ALL inside the room - there is no escape. A roll of any score except "1" indicates a hideous manifestation appears and restores all lost life points to the character who summoned it: All inside the room must then miss their next turn in order to regain composure and also lose 1 point of luck (down to a minimum of 2). These players, however, all gain 1 experience point.

THE CREATURES OF THE LABYRINTH
The initiative of the creatures encountered is determined by the creature's object symbol (see "Combat") and their attack and defence strength is always given on the object card. The only exception being the Medusa who has the highest initiative and no attack or defence strength (see "The Medusa").

Orcs, Giant Snakes, Ghosts, Demons, Giant Rats, Skeleton Warriors and a Green Dragon

No special rules are applicable for these creatures. Please observe that all creatures marked with a "*" represent undead.

The Medusa
The Medusa can only be destroyed with the mirror shield or by the magic spells "Mirror Image" and "Fireball". The Medusa possesses an initiative of 45, the highest of all creatures encountered.

If the player is in possession of the mirror shield then the Medusa will automatically be destroyed, regardless of initiative.

However, if the player is only in possession of the magic spell(s) "Mirror Image" or "Fireball", then the player must have the greater initiative in order to use the spell and thereby destroy the Medusa. Should "Mirror Image" or "Fireball" be cast on the Medusa by a player on the same square and not work as planned (i.e. a die roll of "1"), then the Medusa destroys the player.

If the player does not have any of the above spells or all the required ingredients, but has a greater experience/ initiative than the Medusa, he may turn and free (retreat one square) and safely end his turn.

Without the mirror shield, either of the spells or a greater initiative in the player's favour, all encounters with the Medusa are fatal. If the whereabouts of the Medusa are known, it may be destroyed from outside of its location using "Fireball".

The Reaper (*)
The Reaper is the most powerful of the undead (*) and can only be harmed with the Javelin, the Sword of Light or the spell "Ante Freeze".

THE WARLOCK'S TREASURE
The four treasures described as follows are Algrim's four known major treasures, and he will go to great lengths to prevent the player characters from removing these from the labyrinth (see "Beware the Warlock"). The identity of the fifth treasure, rumoured to be the most valuable, is unknown. The major treasures do not have weight. A player character can only carry the one treasure he picked up in the treasure chamber, and cannot discard this in preference for another.

The Staff of Life ( * * * * )
The most valuable of the four major treasures. The Staff of Life will cure all known diseases simply by holding it over the sufferer. It is of no assistance, however, when attempting to leave DOMAIN.

The Blood Stone (***)
The Blood Stone will immediately heal any life points lost in combat. No magic ingredients or knowledge of a spell is required. The Blood Stone will not heal life points lost in poison gas, explosions, pit traps, etc.

The Great Grimoire ( * * )
This tome contains the most ancient and valuable of all magical knowledge. It offers its owner the knowledge of all the spells in DOMAIN.

A player in possession of the Great Grimoire and either a talisman or magic ring can cast any book spell without any ingredients.

A player in possession of the Great Grimoire, a talisman, and a magic ring can cast any spell (book or parchment) without any ingredients.

Casting "Fireball" still costs the player 2 life points.

The Cloak of Invisibility ( * - not to be confused with the undead symbol)
A player with the Cloak of Invisibility will automatically be invisible. In light areas the player will be able to pass all creatures unseen (it is assumed that the lantern is beneath the cloak). However, when moving in dark areas the lit lantern must be revealed and combat resolved in the normal way. Pit traps, etc. must always be resolved.

BEWARE THE WARLOCK
Object cards bearing the symbol of a pentagram remain face down in the square for which they are drawn.

Initially these pentagram squares serve no purpose and offer no threat to the players. However, they can prove fatal to a player later in the game, since they indicate the locations at which Algrim can appear. Algrim is no normal creature and will automatically appear on a pentagram square (either previously laid or newly drawn) if a player carrying one of the four major treasures enters the square. When such a situation occurs, the pentagram card is turned face down and the warlock token is placed on top of it.

All encounters with the warlock result in an automatic loss of 2 life points to the player in question and a surviving player having to retreat one square. A player cannot enter into combat with the warlock.

Once the warlock has appeared on the board, the following must always apply:

1. No player whether in possession of a major treasure or not is safe from the warlock. Moving onto any object square bearing a pentagram will mean a loss of 2 life points and survivors retreating one square. The warlock token is moved from its previous location to its current position and will remain there until another encounter takes place, the process is then repeated.

2. The moment Algrim appears on the board, all of the powers related to the four major treasures are nullified and remain so for the duration of the game. However, once any of these items are removed from Algrim's domain their full powers return and the game ends, and the player who removed the item is declared the winner.


Original Game Design: Edward Beck
Rules: Edward Beck/Ingo Martin/Josef Ochmann
Cover Artwork: Angus McBride
Game Components: Edward Beck/Andre Kuyvenhoven/Ingo Martin/Josef Ochmann/Ron Ris
Reproduction of the material in this publication for the purposes of personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.
Printed in Germany
DOMAIN, its connected imagery and the DOMAIN logo © 1991 by HOBBY PRODUCTS GmbH. All rights reserved.


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This site is created and maintained by: Carl-Gustaf Samuelsson