'Superstition' by Milton Bradley (( 1977 ))
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"Are you superstitious? Do you dare walk under a ladder? Let a toad touch you? Break a Mirror? Defy the "Evil Eye"? ...All these superstitions are waiting for youwhen you sneak through the Graveyard at midnight to break into the Wizard's Tomb. For your bravery, you capture a "Charm" and a "Whammy" to help you get back out the Graveyard gate."
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There are four major superstitions as the little plastic children from the 1950s dressed in their knickers and conservative frilly dresses break into the graveyard. No player can pass another player. If you encounter another player during your dice move..you must continue in the other direction. If two players happen to be blocking you. Your turn ends.
No matter what the roll of the dice.. "YOU MUST LAND ON AND FACE THE SUPSERSTITION.".
But it is a potential trap. The first wave of superstitions are walking under a ladder, and facing a disembodied hand with a large hammer that wants to break a mirror on you !! Two pins are set.. one is shorter than the other. If you release long pin..the superstition is released. An evil ghoul will smash into you and the ladder from inside of the old shed the ladder was leaning on..the one you just walked under 'Zapping' you and sending you back to the very beginning of the game where you started !!
The Hammer superstition is even bolder as it slams into the player, breaking the mirror and the player himself is sent to his death thru' the mirror..'ZAPPED'. To release the short pin is a feat of good luck. Nothing happens and the player is allowed to sneak by,roll the dice again..and proceed to the center of the board to obtain a magic charm and a "Whammy". Tho' there is another wave of 'Grave' supersitions you must face. An evil toad and an 'EVIL EYE'.
Also pulling of the short peg sets the other observant players a clue on which peg to pull safely and sneak by the superstition as the person ahead of them already pulled the correct pin tipping them off. The only advantage of pulling the long pin and setting off the trap is that the defeated player gets to secretly reset the pins to potentially thwart the other players from leaving the graveyard themselves. You continue to attempt to leave the Graveyard by exact count!! Each player to make it safely to the Wizard's tomb gets to have one 'Whammy' token and one magic 'Charm' piece. You are somewhat protected at this point. You must once again face the superstitions.. but if you are 'Zapped'..you don't have to start from the beginning. But you will have to stay at the Superstition until you actually manage to successfully sneek by.
You can also use your 'Whammy' at any time during your turn to block other players from entering the graveyard to the tomb. They must go around the whammy or face certain doom. If the other player you are trying to block, however..has a corresponding charm.. they may be able to simply pass the 'Whammy in a feat of good luck. But only if the charm matches the Whammy it can defeat. "Wishbone Charm" beats "Raven Whammy","Hex Sign" beats "Witching Hour Whammy","Rabbit's Foot" beats "Mummy's Curse Whammy", and "4-Leaf Clover Charm" beats "Friday the 13th".
If your charm doesn't match the whammy..you are still blocked and have to go around making the game a real pain in the arse. Especially for the first player to make it to the tomb who gets first dibs on Whammies..but also get's the wild card Charm that may not protect them from other player's whammies. No partial moves are allowed, If at any time you are blocked in both directions.. the player's turn ends without them moving at all !!
The first player to successfully escape the Graveyard and land by exact count on his matching colour circle is the Winner !!
Ehh.. and BEWARE ..::NEVER PEE ON OLD MAN SWEENEY's GRAVE ..LEST YEE BE CURSED !!
err.. emm.. ..dashes away from the grave yard with the toilet paper charm on his shoe heel.. ~~**
'Superstition' by Milton Bradley (( 1977 ))
♥ ♥ ♥
"Are you superstitious? Do you dare walk under a ladder? Let a toad touch you? Break a Mirror? Defy the "Evil Eye"? ...All these superstitions are waiting for youwhen you sneak through the Graveyard at midnight to break into the Wizard's Tomb. For your bravery, you capture a "Charm" and a "Whammy" to help you get back out the Graveyard gate."
♦♦ ♦♦
There are four major superstitions as the little plastic children from the 1950s dressed in their knickers and conservative frilly dresses break into the graveyard. No player can pass another player. If you encounter another player during your dice move..you must continue in the other direction. If two players happen to be blocking you. Your turn ends.
No matter what the roll of the dice.. "YOU MUST LAND ON AND FACE THE SUPSERSTITION.".
But it is a potential trap. The first wave of superstitions are walking under a ladder, and facing a disembodied hand with a large hammer that wants to break a mirror on you !! Two pins are set.. one is shorter than the other. If you release long pin..the superstition is released. An evil ghoul will smash into you and the ladder from inside of the old shed the ladder was leaning on..the one you just walked under 'Zapping' you and sending you back to the very beginning of the game where you started !!
The Hammer superstition is even bolder as it slams into the player, breaking the mirror and the player himself is sent to his death thru' the mirror..'ZAPPED'. To release the short pin is a feat of good luck. Nothing happens and the player is allowed to sneak by,roll the dice again..and proceed to the center of the board to obtain a magic charm and a "Whammy". Tho' there is another wave of 'Grave' supersitions you must face. An evil toad and an 'EVIL EYE'.
Also pulling of the short peg sets the other observant players a clue on which peg to pull safely and sneak by the superstition as the person ahead of them already pulled the correct pin tipping them off. The only advantage of pulling the long pin and setting off the trap is that the defeated player gets to secretly reset the pins to potentially thwart the other players from leaving the graveyard themselves. You continue to attempt to leave the Graveyard by exact count!! Each player to make it safely to the Wizard's tomb gets to have one 'Whammy' token and one magic 'Charm' piece. You are somewhat protected at this point. You must once again face the superstitions.. but if you are 'Zapped'..you don't have to start from the beginning. But you will have to stay at the Superstition until you actually manage to successfully sneek by.
You can also use your 'Whammy' at any time during your turn to block other players from entering the graveyard to the tomb. They must go around the whammy or face certain doom. If the other player you are trying to block, however..has a corresponding charm.. they may be able to simply pass the 'Whammy in a feat of good luck. But only if the charm matches the Whammy it can defeat. "Wishbone Charm" beats "Raven Whammy","Hex Sign" beats "Witching Hour Whammy","Rabbit's Foot" beats "Mummy's Curse Whammy", and "4-Leaf Clover Charm" beats "Friday the 13th".
If your charm doesn't match the whammy..you are still blocked and have to go around making the game a real pain in the arse. Especially for the first player to make it to the tomb who gets first dibs on Whammies..but also get's the wild card Charm that may not protect them from other player's whammies. No partial moves are allowed, If at any time you are blocked in both directions.. the player's turn ends without them moving at all !!
The first player to successfully escape the Graveyard and land by exact count on his matching colour circle is the Winner !!
Ehh.. and BEWARE ..::NEVER PEE ON OLD MAN SWEENEY's GRAVE ..LEST YEE BE CURSED !!
err.. emm.. ..dashes away from the grave yard with the toilet paper charm on his shoe heel.. ~~**