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Doorways to Adventure

Doorways to Adventure Rulebook

Table of Contents

Table of Contents

  • Object
  • Equipment
  • Using the COLORSCAN Die
  • How to Set Up
  • How to Play
  • Satisfying the Ransom
  • Bidding and Winning Treasures
  • Penalties
  • Special Cards
  • Replenishing Cards
  • Players Out of Money
  • Bank Running Out of Treasure Cards
  • Ending the Game
  • Winning

Object

To possess the most wealth by collecting the greatest amount of Treasures. There are four types of Treasures: Art, Objects, Jewelry, Deeds to Property, and Precious Metals. You'll find them all hidden behind the Doorways to AdventureTM! To reach a Doorway, you roll the die and COLORSCAN the videotape by fast forward scanning to the first door the die indicates (refer to COLORSCAN). Then run the tape at regular speed. The exciting film clip behind the door announces the Treasure to be won.

Equipment

  • VHS Format Videotape
  • Treasure Cards:
    • Art
    • Objects
    • Jewelry
    • Deeds to Property
    • Precious Metals
  • Power Cards (Blue Deck):
    • Ransom Cards
    • Ransom & Treasure Cards
    • Steal a Treasure with Fire Cards
    • Steal a Treasure with Water Cards
    • Steal the Key Cards
    • Trade a Treasure Cards
  • Bid Cards (Orange Deck):
    • Cards valued between $2,000 through $8,000
    • Sure Thing (Almost) Cards
  • Deluxe Card Tray
  • Game Key
  • Play Money
  • COLORSCAN die

Using the COLORSCAN Die

When the following letters are rolled, follow these directions:

  • Y: fast forward scan to the next Yellow door
  • O: fast forward scan to the next Orange door
  • P: fast forward scan to the next Purple door
  • B: fast forward scan to the next Blue door
  • (STAR): go to the next door on the tape
  • (STAR)(STAR): fast forward scan two doors on the tape

How to Set Up

  • To start, each player receives from the bank the following amount of money:
    • If 2 or 3 players: each gets $25,000
    • If 4 players: each gets $30,000
    • If 5 players: each gets $40,000
    • If 6 players: each gets $50,000
  • Separate the (Blue) Power and (Orange) Bid Cards into two separate decks. Shuffle and place them face down in the card tray in separate wells. Each player is dealt 5 (Blue) Power Cards and 3 (Orange) Bid Cards and keeps them hidden from other players. Place the tray in the center of the table.
  • Place the Key in the center of the table.
  • Divide Treasure Cards into four separate stacks, face up, of Art, Objects, Jewelry, Deeds to Property, and Precious Metals.
  • Insert the videocassette into the VCR.

How to Play

It doesn't matter which player rolls the die first since all compete for the Treasure at the same time. After rolling, COLORSCAN the videotape by fast forward scanning to the first door the die indicates (refer to COLORSCAN), then run the tape at regular speed.

After viewing the film segment, there are two basic steps to each adventure:

  1. The Ransom: Before bidding for possession of a Treasure, all players must satisfy the Ransom or pay the cash bribe specified on the tape. The Ransom is in the form of a shield, food, clothing, potion or charm. Players who have the appropriate (Blue) Power Card can play it, thereby satisfying the Ransom. Players who do not have the Power Card must pay the cash bribe. After the tape is paused, the ransom or bribes are paid; then bidding can take place.

  2. Bidding: Players secretly bid for the Treasure by playing one or two (Orange) Bid Cards face down on the table. The highest bid wins the Treasure announced in the film segment and noted on the pause screen following it. Then it's time to roll the die again for a new adventure.

Satisfying the Ransom

The Ransom must be satisfied in any one of three ways:

  1. By playing a (Blue) Power Card that matches the ransom specified on the videotape: shield, clothing, food, potion, or charm. Players can also use one of the special Any Ransom Cards to satisfy any of these five ransoms.
  2. By paying a cash bribe specified on the tape to the Bank.
  3. By possessing the Key.

The Key: By possessing the Key a player is not required to play a Power Card or pay the cash bribe. The first player to play a Steal The Key Card takes the Key. Throughout the game, any player who plays a Steal The Key Card can take the Key away from any other player. More than one person can steal the Key during an adventure. These cards cannot be played during a pause at the end of a film sequence.

Ransom + Treasure Cards: Players who play a Ransom + Treasure Card satisfy the Ransom/Bribe and also get the Treasure. Therefore, it is possible for more than one Treasure Card to be won in a round. A player can also win more than one Treasure in a round, for instance, if a tie plays a Ransom + Treasure Card and is the highest bidder.

Bidding and Winning Treasures

At the end of each film sequence, a Pause Screen appears. This screen recaps the Treasure at stake, the ransom requested and the cash bribe. Note: If you notice lines or distortions on screen after pausing, gently tap the frame advance button until the screen holds.

After all players have satisfied the Ransom or cash bribe, they bid for the Treasure by placing 1 or 2 (orange) Bid Cards face down in front of them. Each card is worth from $2,000 to $8,000. After all bids are placed, the cards are revealed. The highest bid wins the Treasure Card for that round.

In case of a tie, the highest bidders each play another Bid Card to break the tie, continuing with another Bid Card if there is still a tie. If a player does not have another Bid Card or does not wish to play one he does have, the player drops out of the bidding. If all of the tying players drop out, no Treasure Card is awarded.

Sure Thing (Almost) Card: A player may bid with a Sure Thing (Almost) Card. If only one person plays a Sure Thing (Almost) Card in a round, he also wins the Treasure along with the highest bidder. If two or more players play that card, the Sure Thing (Almost) Cards cancel out. A player bidding with a Sure Thing (Almost) Card may also bid with a regular Bid Card to disguise his bid. If it should happen that the regular Bid Card is the highest played, and no other Sure Thing (Almost) Card is played, the player would get two Treasures.

After bidding, Treasure Cards are awarded to players. They should be kept in view of the other players, and organized by type. Remember, several Treasures may be awarded during any one round: to the highest bidder, to the only player who plays a Sure Thing (Almost) Card and to players who play a Ransom + Treasure Card.

Collecting Treasures: Collecting more than one Treasure of a certain type increases the value of each Treasure Card. For example, the value of one Deed to Property is worth $12,000. But, owning two deeds is worth $30,000, and three is worth $50,000. The value of each collection is listed on the Treasure Cards.

Once Treasures have been awarded, the Power and Bid Cards played in a round are gathered up into a discard pile. When necessary, the discards are reshuffled and used again.

Penalties

Various penalties appear behind some of the doors. After a penalty is announced, the tape is paused while the instructions are carried out. Penalties can cost players Treasures, Bid Cards, Power Cards, or money.

Special Cards

Trade A Treasure Cards: A player who plays a Trade A Treasure Card can trade a Treasure from his collection for any belonging to another player. These cards allow players to build up their collections, or trade less valuable Treasures for more valuable ones. Players can play as many Trade A Treasure Cards as they choose. These cards can be played at any time.

Steal A Treasure with Fire and Steal A Treasure with Water Cards: If fire or water appear in a film segment, players may play these cards and steal a Treasure of their choice from another player. Fire and water may appear in various forms: for example, as a lit candle, torch, or fireplace, and as rain, fountain, or ocean. You can only play these cards when fire or water appears. Fire and water will not be mentioned by the announcer, so it's up to the players to notice these elements and play the appropriate card during the film segment and before the pause. It is possible for one player to play more than one of these cards during a film segment, or for several players to play these cards during a film segment. In case of disagreement, players can vote to decide if fire or water really appeared on screen. Majority rules after reviewing the Adventure.

Replenishing Cards

Before starting a new adventure, players may take from one to four new cards from the tray, in any combination of Power and/or Bid Cards. Now the next player is ready to roll the die and COLORSCAN ahead to the next Doorway indicated on the die.

Players Out of Money

Players who run out of money to pay cash bribes or penalties must sell Treasure Cards back to the bank. Players will receive the face value of each Treasure, not what they are worth together as part of a collection. For example, owning two $6,000 Precious Metals is worth $15,000. But when you sell them to the bank, you will only receive $12,000.

Bank Running Out of Treasure Cards

If the bank runs out of Treasure Cards, a player who is supposed to receive one may take it from the opponent who owns the most of those Treasures. In case of a tie, the player can choose the opponent from whom he will take a Treasure.

Ending the Game

The game ends when the end of the tape is reached.

Winning

When the game ends, players add up the value of the Treasures they possess, adding in any money they also have. The player with the highest total wins.

Note: Unplayed Bid Cards have no value.