Dark Tower
Milton Bradley
1 - 4 Players
OBJECT OF THE GAME
The object of the game is to journey around the board, collect three magic keys and successfully attack the Dark Tower.
CONTENTS
Testing Your Tower
To make sure that the batteries are positioned properly and that the electronics in the tower are functioning correctly, flip the power switch on, stand the tower unit upright with its viewing area facing you, and the following visual and audio responses should occur:
PREPARATION OF THE GAME
Set up the game board and place the 16 buildings on their corresponding spaces on the board (peg holes will guide placement). Each player is given a score chart with peg markers to keep an inventory of the warriors and supplies won, lost or purchased during the game. To prepare the charts for play, each player begins the game with:
Place the 4 extra pegs in the 4 empty holes immediately following the "Healer" hole. Each player then chooses a piece and places it on his starting citadel on the board. Turn on the tower and select a game to play.
THE 4 LEVELS OF PLAY
There are 4 levels of play programmed into the tower, each level can be played by 1 to 4 players. 3 of the levels differ from each other in the number of brigands that you must fight in the tower. One of the levels is a special teaching mode that allows you to get acquainted with the different functions on the keyboard panel.
Levels of Play:
To choose a game play level, you must press the YES/BUY button and the NO/END button in a certain manner. Press NO/END until the desired level appears in the window. When the appropriate level is displayed, press YES/BUY. After you select the level a flashing P1 will be displayed in the window. This designates the number of players. Press NO/END until you have selected the proper number of players then press YES/BUY to start the game. A flashing number in the window designates whose turn it is. A flashing number preceded by a minus sign indicates the end of a player's turn. To begin the next player's turn, press NO/END.
HOW TO PLAY
You begin play in your home kingdom. You must travel one space at a time to the frontier and explore each of the foreign territories. You will find, in order, a brass key, a silver key, and a gold key. You will find one key in each foreign kingdom, and you cannot leave a kingdom until you have found the key for that kingdom. You will NOT find a key in your home kingdom. The frontier is considered one space for purposes of moving, as are the Dark Tower spaces. You can only enter a Dark Tower space at the end of the game when you are ready to lay siege to the tower.
Citadels are starting spaces for your pawns on the board. There are 4 Citadel territories. You are never allowed to move your pawn into a foreign Citadel territory.
Rules of movement:
HOW TO MOVE
If you are moving to an open territory which is not a Dark Tower space, a Frontier space, or a building, press the MOVE button. If you are moving onto a building space, press the button for the appropriate building, and if you are moving to the frontier, press the FRONTIER button. A Pegasus allows you to move to any territory in the current kingdom, or, if you have the key to the current kingdom, allows you to pass across the frontier to any territory in the next kingdom (this requires two turns). To move this way with the Pegasus, on your first move, place your piece on the frontier and press the FRONTIER button. On your next turn, place your piece where you want to move to, and discard the Pegasus token. Instead of moving, you may get an inventory of what you have by pressing the inventory button. Use the CLEAR button after you make an illegal move, or if you wish to purchase nothing in the Bazaar. After your turn, if you missed what was displayed, you may press the repeat button to have the tower redisplay statistics.
Results of movement:
BAZAAR
In the Bazaar you can buy food, warriors, a Beast, a Scout, and a Healer. When a ware is displayed, the number in the window is the cost of the item. To select through the items, press NO/END until you reach the item you want to buy. If you think the price is too high, press HAGGLE, but beware, you only have a 50/50 chance of lowering the price, and if it doesn't get lowered, you lose your turn! You can of course try to buy the item on your next turn. If you wish to purchase an item, press YES/BUY. You can only buy one type of item per turn. When you purchase warriors and food, press YES/BUY until you have bought all the warriors and food you want, then press NO/END.
FOOD. Food is consumed at the following rates:
1-15 warriors - 1
16-30 warriors - 2
21-45 warriors - 3
46-60 warriors - 4
61-75 warriors - 5
76 to 90 warriors - 6
91 to 99 warriors - 7
BEAST. Allows you to carry an extra 50 bags of gold. (Each warrior you have can carry 6 bags of gold.)
SCOUT. Allows you an extra turn when LOST.
HEALER. Gives two warriors when PLAGUED.
DARK TOWER
When you have all three keys, and you feel you have enough armies to attack the Dark Tower, move your token to the Dark Tower space and press the same button. The tower will display a key. Select a key to try first (NO/END button). The correct order to use the keys is randomly determined for each player every time a new game is started. Once you solve the riddle of the keys, you will fight the brigands in the tower.
If you win the final battle, a pair of numbers will be displayed in the upper window. Most times this will be 00. This is your score for the game. A high score is very good (and very hard to get).