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Lair Break Game Rules - Dragon’s Lair and Breakout - 2) Team based Multiplayer - Two teams of two compete against each other. Team one is made up of the knight and the paddle. Team two is made up of the dragon and the bricks. Objectives - Team one’s objective is to save the princess by making it to team two’s side of the board, getting the various swords, and slaying the dragon with one (the highest value one). - Team two’s objective is to block team one from achieving their objective by ultimately killing the night. Individual objectives: - Team one: *Knight – The knight must try to get past the bricks, gain swords to attack with, and then slay the dragon. He must also try to avoid lining up with the dragon and confront or avoid the dragon’s minions. (Starts with 10 health points, but can get more from defeating minions and from the princess). *Paddle – The paddle must try to destroy the bricks, or at least enough of them, so that the knight can get through to the other side and not be trapped in. (Starts with 3 balls, but can get more when the knight lands on item spaces). -Team two: * Dragon – The dragon must try to kill the knight before he is able to kill it. The dragon can send out minions (one card in play at a time – serpent, giddy goons, and the lizard king) in the path extending horizontally or vertically. The minions are then also controlled by the person who is playing as the dragon and both the minions and the dragon can be used to attack the knight (The dragon starts with 10 health points; the minions have the various health points as stated on their cards). * Bricks – The brick’s must try to block the knight and potentially trap him so that the dragon can kill him. The bricks must also try to avoid being hit by the ball and can also try to block off swords and supplies from the knight. (Starts with 14 bricks on the board but has the possibility to get more when the dragon lands on the item spaces). Movements * Knight – the knight can move all around but not diagonally. The knight rolls a die to see how many spaces he can move and can move up to that number of spaces on the board. * Paddle – the paddle is restrained to moving on the grassy part of the board. The paddle rolls a die to see if it can move up to 1 (for odd numbers rolled) or 2 (for even numbers rolled) steps. After rolling the die and moving (or not moving if the player chooses not to), the paddle can shoot out a ball. To shoot a ball, the paddle player rolls a die, then multiplies the number by 2 and that number is how many spaces (in a straight vertical line) that the ball can move. If the number is to small to hit any bricks, the ball simply stays in its furthest spot until the paddle player’s next turn when it will drop back to the spot where it the paddle was when it shot it. If the ball has a long enough path, it can destroy 2 bricks on the same path, unless one of the bricks has a tower, in which case, only one brick is destroyed. When a brick is defeated, the paddle player and brick player take part in a mini-challenge to determine the direction and speed that the ball will return to the paddle (if the paddle can catch it). The description of this challenge is later in the rules. Balls can also be shot at the dragon, when the paddle has a clear straight shot at it, taking away 2 health points from the dragon, but also forfeiting that ball. *Dragon – the dragon can move all round but not diagonally and is restrained to the cobble stone floor part of the board. . The dragon rolls a die to see if it can move up to 1 (for odd

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  • Lair Break Game Rules - Dragon’s Lair and Breakout - 2) Team based Multiplayer - Two teams of two compete against each other. Team one is made up of the knight and the paddle. Team two is made up of the dragon and the bricks. Objectives - Team one’s objective is to save the princess by making it to team two’s side of the board, getting the various swords, and slaying the dragon with one (the highest value one). - Team two’s objective is to block team one from achieving their objective by ultimately killing the night. Individual objectives: - Team one: *Knight – The knight must try to get past the bricks, gain swords to attack with, and then slay the dragon. He must also try to avoid lining up with the dragon and confront or avoid the dragon’s minions. (Starts with 10 health points, but can get more from defeating minions and from the princess). *Paddle – The paddle must try to destroy the bricks, or at least enough of them, so that the knight can get through to the other side and not be trapped in. (Starts with 3 balls, but can get more when the knight lands on item spaces). -Team two: * Dragon – The dragon must try to kill the knight before he is able to kill it. The dragon can send out minions (one card in play at a time – serpent, giddy goons, and the lizard king) in the path extending horizontally or vertically. The minions are then also controlled by the person who is playing as the dragon and both the minions and the dragon can be used to attack the knight (The dragon starts with 10 health points; the minions have the various health points as stated on their cards). * Bricks – The brick’s must try to block the knight and potentially trap him so that the dragon can kill him. The bricks must also try to avoid being hit by the ball and can also try to block off swords and supplies from the knight. (Starts with 14 bricks on the board but has the possibility to get more when the dragon lands on the item spaces). Movements * Knight – the knight can move all around but not diagonally. The knight rolls a die to see how many spaces he can move and can move up to that number of spaces on the board. * Paddle – the paddle is restrained to moving on the grassy part of the board. The paddle rolls a die to see if it can move up to 1 (for odd numbers rolled) or 2 (for even numbers rolled) steps. After rolling the die and moving (or not moving if the player chooses not to), the paddle can shoot out a ball. To shoot a ball, the paddle player rolls a die, then multiplies the number by 2 and that number is how many spaces (in a straight vertical line) that the ball can move. If the number is to small to hit any bricks, the ball simply stays in its furthest spot until the paddle player’s next turn when it will drop back to the spot where it the paddle was when it shot it. If the ball has a long enough path, it can destroy 2 bricks on the same path, unless one of the bricks has a tower, in which case, only one brick is destroyed. When a brick is defeated, the paddle player and brick player take part in a mini-challenge to determine the direction and speed that the ball will return to the paddle (if the paddle can catch it). The description of this challenge is later in the rules. Balls can also be shot at the dragon, when the paddle has a clear straight shot at it, taking away 2 health points from the dragon, but also forfeiting that ball. *Dragon – the dragon can move all round but not diagonally and is restrained to the cobble stone floor part of the board. . The dragon rolls a die to see if it can move up to 1 (for odd

  • numbers rolled) or 2 (for even numbers rolled) steps. After moving the correct number of spaces, the dragon can send out one of its minion cards (if none are already in play). To send out a minion, the dragon player rolls a die and multiplies the number by 2 to get the maximum number of spaces that the minion can be sent out. If a minion is already in play, after the dragon moves (or not if the player chooses not to move), the person playing the dragon rolls a die to get the number of steps that the minion can take (1-6). *Bricks – the bricks can move any direction except diagonally. The bricks player rolls a die to see how many spaces he or she moves and then moves that number of spaces, total, with the bricks (any combination of bricks moved totaling the number on the die). Mini-Challenge (Ball Return) When a ball strikes and defeats a brick, to see which direction and speed that the ball will ricochet, the bricks player and paddle player must play a quick mini-challenge. Both players have the same 6 cards labeled with a straight arrow, a left pointing arrow, a right pointing arrow, a -1, a ½, and a x1. The bricks player picks one direction and one speed card for the balls returning journey, and places them face down. The paddle player must then try to guess which direction was chosen by the bricks player and also pick a speed card that they would like to have apply to the balls speed. If the paddle player guesses correctly,, the ball continues on the determined path (that they both played cards for) but the paddle player’s chosen speed is the speed that applies. If the paddle player guesses wrong, the ball goes in the direction that the bricks player chose and takes the speed that the bricks player chose. Direction cards: the cards determine if the ball is going to return towards the paddle on a straight path or a diagonal path (possibly traveling both ways directionally if the ball should reach the side of the board before it reaches the end of the board). Speed cards: The ball does not start its return movements until the paddle player’s following turn, but if the winning speed is -1, the ball does not start its return until the paddle player’s second turn after the mini-challenge. On the turn that it does start its return, it follows the same speed as x1 does (although if x1 wins, it takes effect the turn after the mini-challenge). To start the balls return movement, a die is rolled and the number (x1 or x2) is the number of steps that the ball takes (in its determined directional path) back towards the paddle (or past it). This process continues on each of the paddle player’s turns (after paddle movement and before further ball sending out), until the ball either lands on the space that the paddle is in (in which case, the ball is successfully regained) or until the ball goes past the edge of the board (in which case the ball is lost). Attacks Knight – the knight can attack, when the player is in possession of at least one sword, and the character piece lands on the same space as a minion or the dragon. The attack can take place midway through the player’s movement (e.g. if 5 is rolled, the knight can move 2 spaces, then attack, and then continue to move 3 more spaces). The power of the attack is determined by the highest level sword that the knight has, the kind of opponent he is attacking, and (in the case of minions) the roll of a die. Minions – the minions each have their own attack value and health points. If the minions land on the same space as the knight, the knight has been attacked and loses the allotted number of points. If the knight chooses to attack the minions, the knight must roll at least the number of the minions’ health points (the number that is rolled is multiplied by the knight’s highest sword number) in one roll to defeat the minion. If the knight fails to roll the number, the minion, in effect, attacks the knight and the knight loses the number of health points as determined on the card). The dragon itself may attack the knight. If the dragon has only one space in between itself and the knight. This attack would take away 3 of the knight’s health points, but only 2 if a brick is in between. The dragon may also attack when the knight is in a space next to it, with a 4

  • health point damage. Lastly, if the dragon can land on the same space as the knight, 5 health points are taken away from the knight. To start a game… - The paddle starts in the middle on the bottom row. The 14 bricks start lined up in two rows of seven, with one empty row between the two rows, both rows on the cobblestone part of the board, with one row on the furthest row of cobblestone right next to the grass. The knight starts in the very bottom right space, and the dragon starts in the very top middle space. - The swords and princess cards are in their starting places as shown in the picture. The dragon player has the minion cards off to the side, ready to play just as the paddle player has his or her three balls off to the side, ready to put into play. The dragon and the knight both have full health “bars”. - There are four spaces with clear pebbles, where the knight and dragon can go to take them and change them in for one extra ball or two extra bricks, respectively. The paddle player must place 2 stones on spaces in the cobble stone part of the board and the bricks player must place 2 clear stones on spaces on the grassy part of the board. - The paddle takes the first move, then the knight, then the bricks, then the dragon, and over again.

  • PROTOTYPE PICTURE (sorry about the bad quality):