http://www.hotflashgames.com/darktower.htm
OBJECT OF THE GAME
The object of the game is to circle the board, passing through three foreign kingdoms, collecting three keys along the way. You then return to the fourth kingdom, your home kingdom, and lay siege to the brigands in the tower. When you have defeated the brigands, the game is over and you have won.
GETTING STARTED
When the game has finished loading (please be patient, as loading can take several minutes on a dial up connection) you will be asked by the game if you are ready to begin. After pressing YES here, the game will ask you to choose your home kingdom. Pick whichever kingdom you like, as it makes no real difference. It only affects the look of your pawn.
Next, choose which level of difficulty you would like to play. The level affects only one thing -- the possible number of brigands you will face in the tower. Level one is the easiest, two the hardest, and three is in the middle. Confusing, I know, but that is how Milton Bradley designed it. Please note that there is no level four in this Flash version, because level four was only used for learning the rules of the game, and was not much fun to play.
Now you're ready to play.
MOVING YOUR PAWN
Your pawn starts in his own kingdom and should quickly make his way to the neighboring kingdom in the counter clockwise direction. There is NO key to be found in your own kingdom, so don't linger. You may move to any adjacent space by clicking on the space you would like to move to. Legal spaces will show up highlighted blue when you place the mouse cursor over them. You may only pass from one kingdom to the next in a counter clockwise direction. Move to a frontier space to pass into the next kingdom.
Once you have moved into a foreign kingdom, you must find a key there, and only then may you move on to the next kingdom. In the first foreign kingdom you will find a BRASS KEY. In the second foreign kingdom you will find a SILVER KEY. And you may have guessed that you will find a GOLD KEY in the last foreign kingdom. When you have all three keys, make your way back to your home kingdom, to the Dark Tower space near the center of the board.
Note that you may not pass back into a kingdom (in a clockwise direction) once you have left it.
If you try to leave a kingdom before you have collected the key from that kingdom, the tower will prohibit you from leaving, and warn you that a key is missing.
INVENTORY
Dark Tower is similar to many role playing games, in that you possess an inventory of items and companions. You may view the contents of your inventory at any time by holding the mouse cursor over the top of the inventory card, which is located beneath the tower in the lower left corner of the game screen. Inventory quantities are tracked automatically by the game for you and are displayed in a manner consistent with the original board game.
These are the things you may possess, and in some cases must possess, throughout the course of the game:
WARRIORS - They fight your battles against the brigands and they help carry your gold. You begin the game with 10, and you may hire more warriors at the bazaar, win warriors by the aid of a healer, or be granted warriors through charity when your need is great. You may have in your company up to 99 warriors, and no more. If you lose all of your warriors, you have lost the game, so be careful.
GOLD - Won in battles, found in abandoned tombs, and recovered from slain dragons, gold is the currency of the lands. You must use it to make any purchase at the bazaar. You always begin with 30 bags of gold. You may never own more than 99 bags of gold. Gold is heavy. One warrior may carry only six bags. So you may never possess more than your number of warriors times six bags of gold, unless you have purchased a beast (see below.)
FOOD - Your warriors must be fed! Without food they will quickly starve to death. You may buy food at the bazaar. When you have less than five rations left, a sanctuary will generously bestow you with a gift of food, as will your own citadel. Food is consumed at the rate of one ration per turn for the first 15 warriors in your company, 16-30 will consume two rations per turn, 31-45 will consume three; 46-60 4; 61-75 5; 76-90 6; 91-99 7. The most food you can carry is 99 rations. Food always costs 1 bag of gold at the bazaar, and you may not haggle the price any lower. The beast, scout and healer do not consume food rations.
BEAST - The beast is one of burden. The sole purpose of a beast is to help you carry your gold. A beast can carry 50 bags of gold above and beyond what your warriors are capable of themselves carrying. You may buy a beast at the bazaar and can own only one. A beast cannot be slain or lost in any way once purchased.
SCOUT - A scout is a man hired at the bazaar to remain with you permanently throughout the rest of the game. When you have a scout among your party, you will never be lost. Getting lost will cause you to not be able to move and your turn will be over. With a scout you will not only move, but receive a free second turn. Note that you do consume food on the second turn. A scout is most useful in a multiplayer game (which is not yet supported by this Flash version), but can be useful in a single player game to help you achieve a higher end- of- game score by allowing you to complete the game in fewer turns (a factor in scoring.) The scout cannot be killed.
HEALER - The healer keeps the plague away. Hired and treated the same as a scout, the healer is useful when you unwittingly bump into the plague in the course of your travels. Rather than lose two warriors when you encounter the plague, when your party counts a healer amongst their number, they GAIN two warriors.
SWORD - The Dragonsword is a prized magical item which cannot be purchased, but rather must be won in battle. If you are fortunate enough to hold this sword when you are attacked by a dragon, the dragon will be immediately slain (temporarily) and you will receive back anything that he has taken from you (or others in the case of a multiplayer game.) The sword will vanish after a dragon attack.
PEGASUS - This magical winged horse will carry you any number of spaces in one turn. The Pegasus is awarded by the game, usually following battle. Once used, he will fly away. You may only have one Pegasus at a time. Unlike the board game version, you may not cross a frontier with a Pegasus, but if you possess the necessary key, you may move to a frontier. You may save your Pegasus for use at any time in the game.
WIZARD - The wizard is not used in a single player game, as his only purpose is to curse other players.
KEYS - Finally, one of the most important inventory items. The purpose of the keys is to unlock the Dark Tower towards the end of the game. There are three keys -- one brass, one silver, and one gold. You will find them in that order, one in each foreign kingdom. You will not find a key in your own kingdom. You may not leave a foreign kingdom until you have found that kingdom's key, but once you have found it you should quickly move on to the next kingdom.
Similar Newsgab Articles:



LinkBack URL
About LinkBacks



Reply With Quote

Bookmarks