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They take their Numbskull and place it in their Slab - FROM NOW ON THEIR NUMBSKULL IS KNOWN AS THEIR 'GRUNT'.  Next, they will take their Ranger's Character Card and place the Character Card in their Slab wo that the list of powers faces the player.  The then turn their Ranger's board segment over to the Sewer side and place their new Ranger Playing Piece on the Skull symbol.

On their next turn, they can start to move around the SEWERS trying to GET RID OF KEYSTONES.  The way to do this is to land on an EMPTY Keystone space by an exact throw, and then PLACE THE SAME COLORED KEYSTONE on the space.  SOUL RANGERS CANNOT ENTER ANY COLORED SEGMENT  UNTIL IT HAS BEEN CLAIMED AND TURNED SEWER SIDE UP. 

Every time a player GETS RID OF A KEYSTONE two things happen:
          
They gain the power associated with that color Keystone (if it is the only Keystone of that color they hold), and...
           They pick up a Weapon card.

Important Note:

Like Soul Rangers, Grunts DO NOT become trapped in Black Holes.  If you land on a Black Hole, you can move as normal on your next turn.


KEYSTONE POWERS:

Unlike The Harbingers, Soul Rangers GAIN power when they GET RID OF THEIR KEYSTONES.  If, however, a Ranger regains a Keystone, they lose the power gained previously UNTIL they get rid of the Keystone again.

GENERAL KEYSTONE POWERS...  (These four powers are available to all Rangers, although they will be activated by different colored Keystones for each Ranger... refer to each Ranger's Character Card.)

GRUNT:  LOSING THIS KEYSTONE...  gives a player the power to collect and use their Grunt.  They can take their Numbskull and place it on the Skull symbol on the own colored Sewer.  From then on, they can choose on each turn whether to move their own Soul Ranger Playing Piece or Grunt (see GRUNT CONTROL...).

DOUBLE DICE:  LOSING THIS KEYSTONE...  gives a player the power to roll one or two dice on each turn.

DUEL:  LOSING THIS KEYSTONE...  gives a player the power to attack another player using their Weapon Cards when they land on a LIghtning Symbol by an exact throw (see WEAPON CARDS...).

TUNNELLING:  LOSING THIS KEYSTONE...  gives a player the power that, when they land on a Compass Symbol by an exact throw, they can move immediately to any other unoccupied Compass Symbol on the board.

SPECIAL KEYSTONE POWERS...  (These are only available to certain Rangers)

GAMBLER'S LUCK: (Ja)  LOSING THIS KEYSTONE... gives Ja the power to roll both dice once if he is given a Keystone by another player.  If Ja rolls a total of 7 or 11, he returns the Keystone and gives the player one of his own into the bargain.

DOUBLED UP: (Woks, Zass and Rott)  LOSING THIS KEYSTONE... gives these three Rangers the power to take another turn if they roll a double.

KIDNAP: (Nof)  LOSING THIS KEYSTONE... gives Nof the power to kidnap another player's Grunt by landing on it by exact throw.  The return ransom can only be paid by accepting a Keystone from Nof - unless the Grunt's owner can land on a Skull space and defeat Nof in a Dice Duel, in which case the Grunt is returned instead of giving Nof a Keystone.

LOOTING: (Woks)  LOSING THIS KEYSTONE... gives Woks the power to steal a card from any other player at any time.  If he is not caught in the act, he may keep the card.  If he is caught he must return the card.  Woks can only steal one card at the time.

BIO HAZARD: (Sep)  LOSING THIS KEYSTONE... gives Sep the power to clear a Sewer by landing on any Black Hole space by an exact throw.  This activates the Bio Hazard, and Sep places any other pieces (with the exception of his own Grunt ONLY) on empty Black Hole spaces anywhere on the board.

RUNAWAY: (Rott) LOSING THIS KEYSTONE... gives Rott the power to move another player's piece (either Ranger or Grunt) to any unoccupied Black Hole space on the board, if Rott lands exactly on that piece.

SUPER GRUNT: (Sep, Nof and Ja)  LOSING THIS KEYSTONE... gives these three Rangers the power to pick up and accumulate any number of Keystones with their Grunt.  When they land exactly on another player - they give them all the Keystones their Grunt has collected (see GRUNT CONTROL...).

WEAPON TRADE: (Zass)  LOSING THIS KEYSTONE... gives Zass the power to trade Weapon Cards with any other player when he lands on any Black Hole space by an exact throw.  Zass gives the chosen player his weakest weapon Card and takes two at random fom the player's hand in return.

IMPORTANT NOTE:

If a player's piece is moved to a Black Hole by another player and that player's power is activated by landing on a Black Hole space, then the activation still occurs.  For example:  if Rott moves Sep's piece to a Black Hole, and Sep has got rid of his red Keystone, then Bio Hazard is activated.
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