Once the dungeon is built, you go for it! Each player chooses a color and has 8 counters symbolizing his knights. When it is your turn to play, you roll the die and, depending on the number obtained, you will send one or two checkers into the dungeon. If the die refers to the secret door, it is a question of freeing the knights inside the dungeon: the floor is pulled and the knights, as on a slide, run down and find themselves in the meadow in front of the castle. They are free, but only if they escape the traps that present themselves: the holes in the meadow in which they risk being permanently swallowed up.
The player who liberated the knights recovers those of his own color, if any, and one of the color of each of his opponents. He returns any remaining others to their owners. When a player has no more checkers, the round ends and the player with the most checkers wins the round. He gets a Thaler as a reward. Then we start a new round again. The player who received two Thalers won the game.
Rule, Educational Sheet ... one File AvailableOne File Available
Contents of the box : 32 knights (of 4 different colours), 1 game board with a tower and a secret door, 8 thalers, 1 symbol die, 1 game rule.