El cetro de Yarek
El cetro de Yarek Rulebook
Table of Contents
Table of Contents
Game Components
- 5 sheets of thick, die-cut cardboard, from which you assemble a platform (the sea) and a ghost galleon, together with discs, characters and keys.
- 4 grapas (fasteners) and 1 compass arrow (rayo brújula).
- 4 plastic stands (to hold the characters).
- 24 MAGIC POWERS cards.
- 1 Sceptre of Yarek.
How to Play
Each player chooses a character. The START point is below the stern (the rear part of the ship). Two players sit to the right and the other two to the left. The player who gets the highest score by spinning the compass arrow (located in the upper part of the ship) goes first.
On each turn you advance according to the number given by the compass arrow, moving along the squares indicated on the board. Your pawn always moves in the direction indicated by the arrows on the board, or you take a card from the MAGIC POWERS or KEYS piles, if the board so indicates. Those piles were, at the start of the game, punched out, shuffled and placed face down, as set out in the sections CARDS and KEYS.
Each player moves their character along the sea or along the ship toward its final destination: the SCEPTRE OF YAREK.
Object of the Game
The winner is the first player to reach the BLACK BOX (Dragon), where the Sceptre is kept, carrying the MAGIC KEY (the authentic one).
Pull out the SCEPTRE and turn the rear hatch, which will carry you out of the ship and to safety.
The 24 Cards
There are 24 MAGIC POWERS cards representing the symbols of magic. Separate all the cards from the card sheet in which they are held, shuffle them, and place them in a pile face down.
When you go around the game circuit, you must take a card from the pile each time you land on a square that says POWERS. Important: you may hold only three cards in your hand. But while you play along the board, you may keep picking up and discarding new cards, once you have fulfilled the message they order you to carry out. However, you may never hold more than THREE. You must always carry out everything the cards order you to do.
The 13 Keys
The 13 KEYS are located on the platform that holds the ship (the sea). Punch them out before assembling the ship (DESPUZLAR ANTES DE MONTAR EL BARCO). Shuffle them, place them face down, and position them next to the MAGIC POWERS cards.
When you go around the circuit and land on the circle marked LLAVE (KEY), you must take one. If it is the authentic key, keep it, since you will need it to win the game. If it is the FALSE key, return it underneath the pile from which it was taken.
You can also gain or lose the KEY when POWERS and ZOMBIES order you to, but you may never own more than ONE. If you get another, you must return it underneath the pile.
Of the 13 KEYS, five are authentic and eight are false.
Zombies
ZOMBIES are the characters painted around and on top of the ship. Beside each one there is a message that you must obey, provided you do not hold a POWERS card that contradicts it. These messages are placed near the squares marked ZOMBIES. When you land on this square, you must obey the message indicated there.
Rope Ladder
The rope ladder is located next to the FIGUREHEAD (the front of the ship). Each projection counts as one point. There you must hang your character by its hook and climb to the top.
Roulette Spinner
When spun, it tells you the number of squares you may advance.
3 Crossroads Discs
The discs are numbered from 1 to 4. Each number has a triangle on its underside, which you must line up with the triangle at the entrance to the path. Example: you spin the roulette and get a 4, so you must take the path on the left (taking the figurehead as the point of reference, facing forward). Do the same operation with the rest of the CROSSROADS discs. If you are circulating and your score is higher, you MUST STOP. On your next turn, spin the roulette, which will tell you which of the 4 paths you must take.
Once you have taken a new path, you must stop at the start of that path until your next turn.
On the end discs there is a path that leads off the ship into the WATER. You will fall onto the ZOMBIES square. Obey what the ZOMBIE orders you to do and continue playing on your next turn. Following the direction indicated by the arrows is mandatory.
Getting the Sceptre of Yarek
At the start of the game, once the ship has been assembled with the Black Box, you must put the SCEPTRE inside the Black Box through the smallest opening located at the upper left end, once the hatch is closed, and rest the serpent on the stern projection (rear part).
It is not necessary to reach the Black Box with the exact number of points.
Once you have reached the Black Box, enter inside it (remember you must carry the authentic KEY). Once inside, take out the SCEPTRE and turn the hatch by the projection located behind it and turn it to the other side. The floor will open beneath your feet and you can escape with the SCEPTRE. CONGRATULATIONS!! You have achieved it.