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Atmosfear: Express Rules (English)

English translation provided by forum user BonsaiTreehouse.

ATMOSFEAR: EXPRESS RULES OF PLAY

Atmosfear: Express is a special 15-minute bonus game. It’s an even faster race against the Gatekeeper, your opponents and against time itself. The objective of Atmosfear: Express is the same as in Atmosfear: The Gatekeeper, collect at least one key from each of the six realms and race towards the Well of Fears in the centre, where you must face your greatest fear. But be careful...now you only have 15 minutes!

SETTING UP

Prepare the game by following the Atmosfear: The Gatekeeper instructions and then follow these two additional steps which are unique to Atmosfear: Express.

TIME CARDS

Sort through the entire deck of time cards and remove all cards with times marked ‘13:00’ or higher (14:00, 15:00, etc). These cards cannot be used with Atmosfear: Express. Reshuffle the deck and deal three time cards face down to each player. NOTE: Due to the less predictable nature of this new game, the times marked on certain cards may not always appear on-screen. If the time marked on your card has expired without it appearing on-screen, return that card to the bottom of the deck, as it cannot be used.

KEYS

Place the six groups of six coloured keys on the board in each realm of their corresponding colour. Place the Black Key on the black stone situated in the outer ring. Starting with the oldest player, everyone takes turns selecting one key from the board and placing it on their numbered key rack. This process repeats with turns proceeding clockwise until each player has three keys. Now insert the Atmosfear: Express DVD into your DVD player and once it has loaded, you are ready to play.

HOW TO PLAY

The rules of Atmosfear: Express are identical to the 49 minute-long Atmosfear: The Gatekeeper. But now you have even less time, so you’ll have to play faster and sharpen your wits. There is one small rule change in regards to winning: once you have one key of each colour, proceed directly to the Well of Fears in the centre of the board. You don’t need to roll an exact number to land on the stone marking entry to the Well of Fears. This time however, you don’t have to wait for your next turn before facing your fear. Once you have landed on the entry stone, the Chosen One must immediately open the well, draw out a fear and read it aloud (if the Chosen One has reached the well, the player on their left must draw a fear out).

Now, turn up the volume, turn down the lights and gather your wits as you experience ATMOSFEAR!