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Let's see. I've got two jungle drum cards that says that president Luaga is being held captive in Trondelay, but I can't play these cards now, because Trondelay is on the other side of the board and Per Arne is much closer to it than me. I'll wait a couple of rounds and see if I can move closer.
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This game is based on the comic book of The Phantom, The Ghost Who Walks. The storyline of the games is that the players, all in the role of The Phantom, must free president Luaga who is beeing held captive on a secret location by the Singh pirates.
The game board shows a map of Bengali, home country of The Phantom. The map is divided in small spaces that the players move along. The players move around on the board and draws different cards. Some cards says that the player is meeting someone in the jungle. It might be friendly or hostile encounters. The player might do one of three things:
Which of these actions that can be done is printed on the card together with a difficulty number. To succeed the player needs to roll equal to or above the difficulty number on 2D6 to succeed. There are cards that the players can keep on hand and use when they meet an encounter. One example of such a card is "Devil" (The Phantoms wolf) that will give +1 on the fight or hide die roll. Some cards display the jungle telegraph. On each of these cards the jungle telegraph will tell a rumour of where the president might be held captive. There are five different locations he can be held: Bengalitown, Corba, Trondelay, Albatrossens Tower and Kaz-Mir-Ora. When a player gets two cards that both points to the same location, i.e. Corba, then he might play these cards on his turn. When these cards are played, this location will no longer be just rumors, this will be the actual location the president is held captive. The player can choose if he wants to play these cards right away or wait and try to move closer before revealing them. But the longer he waits, the higher the risk that someone else will play two other cards that states the president to be held somewhere else. The first player gets to the location the president is being held captive, have to fight through 12 Singh-pirate encounter cards. He'll have to fight these pirates one card at a time. If the player gets heavily injured, he has to move his playing piece to dr. Axels Jungle hospital for healing. Now the next player who arrives to the Singh pirates hide-out can continue fighting the remaining cards. When one player has fought all the Singh-pirates, president Lluaga is released. The player will now have to bring the president safely either to the skull cave or to Morristown. The other players are now taking the role of bandits and will start chasing The Phantom. If one of the bandits land on the same space as the player playing The Phantom, then these two will fight each other. The both roll the dice and if the bandit wins, he will now take over the role as The Phantom and continue to move the president to safety. Winning the gameThe winner is the player that gets the president safely to the skull cave or to Morristown.SummaryThis game has a lot of other rules, for example how to heal wounds, special places on the board and plenty of other things but I won't go into all the details.Is this a good game? It is one of the more advanced games to be released in Norway, but I am afraid I have to say no, I would not recommend this game. The game gets boring after a short while. Basically you just move around the board, draw cards and roll dice. There ain't much interactivity between the players either. There are some cards that you can play out against the other players, but that's about it, until the last phase where you go chasing for the player trying to bring the president to safety. The biggest problem, though, is the small, thin font that they have used to mark up the towns, cities and other places on the board. This results in a lot of time being spent on close studying of the board trying to find out where places like Corba, Ruinbyen Thomas and Okapi are. Also the lines that divides the different spaces on the board are too thin. These two problems make the game progress go slow, and could easily been fixed by using a thicker line and bigger fonts. Strange how it always seem to be the easiest things to correct that puts down a game. Reader commentstaharat:sir this game is fabulous please continue giving such thingslord Simeon: hei jeg er stort fan av fantomet men jeg begynner og gå lei av og vente på bladerEinar: Jeg fikk dette spillet til jul i 1985, og jeg kan love deg at den 14 år gamle kroppen min var i hundre da esken åpenbarte seg under gavepapiret. Men jeg var kanskje ikke så veldig smart den gangen, for jeg klarte ikke helt å forstå spillet. Kanskje jeg ikke orket å lese de svært omfangsrike reglene. Så jeg spillte aldri dette spillet. Men jeg har det ennå. Prøvde å lese reglene igjen i dag, etter at jeg fikk det fra min mor som ikke lengre ville ha det oppe i skapet. Jeg hadde framdeles problemer med å komme meg i gjennom reglene. Der kunne utgiver skjerpet seg. De kunne fint fått fram poenget på en litt mer lettvindt måte. Kult kart foresten. Min sønn på 5 ble helt vill da han så spillet. Så Fantometspillet lever videre. 20 år senere.Bj. : Ja, har norske reglar til Risk. Kan sende deg om du er interessert. |
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