Fantomet board game
The Fantomet board game was released by Alga in 1984.
- Publisher: Alga
- Publishing year: 1984
- Game author: Dan Glimne
- Box cover art: Rolf Gohs
- Map art and new card and playing piece art: Özcan Eralp
- Re-used story art for cards: Sy Barry (credited), Hans Lindahl, Jaime Vallvé, Georges Bess and Heiner Bade
- For 2-4 players, ages 8 and up
- 1 game board (map of Bengali)
- 2 dice
- 4 playing pieces (Phantom on one side, bandit on the other)
- 58 "Jungle drum" cards
- 4 Hero cards (movement +1)
- 4 Devil cards (avoid +1, fight +1)
- 3 Bandar cards (fight +3)
- 2 bow cards (fight +1)
- 2 spear cards (fight +1)
- 2 rifle cards (avoid +2, fight +2)
- 3 pathfinder cards (movement +2)
- 4 skull mark cards (automatic win in a fight)
- 2 ambush cards (take a card from another player)
- 2 ambush cards (stop a another player for one round)
- 3 false lead cards (move another player 3 steps)
- 14 jungle sayings cards
- 2 "When the Phantom moves, lightning stands still" cards (fight +5)
- 2 "The Phantom moves as silently as the jungle cat" cards (fight +2, or automatic avoid)
- 2 "The Phantom is rough with roughnecks" cards (fight +4)
- 2 "You never find the Phantom, he finds you" cards (protection against ambush, or automatic avoid)
- 2 "The Phantom has a thousand eyes and a thousand ears" cards (take two jungle drum cards)
- 2 "The voice of the Phantom turns the blood to ice" cards (avoid +3, fight +4)
- 2 "The Phantom has the strength of ten tigers" cards (fight +5)
- 3 information cards
- 10 jungle drum rumour cards
- 36 "Event"-cards
- 17 "Singh-pirate" cards
- Guard dogs (fight +7)
- Guard dogs (fight +8)
- Net trap (avoid +6)
- Net trap (avoid +7)
- Rock wall (climb +6)
- Rock wall (climb +7)
- Locked door (break +6)
- Locked door (break +6)
- Pirate with weapon (fight +5)
- Pirate with weapon (fight +6, 3 cards)
- Pirate with weapon (fight +7, 2 cards)
- Two pirates with weapons (fight +8)
- Two pirates with weapons (fight +9, 2 cards)
- 12 "Morristown" cards
- 3 "no encounter" cards
- 2 "attack" cards
- 4 "harbour bandit" cards
- 3 "tough guy" cards
- 4 "Injured" cards
- 1 "President Luaga" card
The storyline of the game is that the players, all in the role of The Phantom, must free president Luaga who is beeing held captive on a secret location by the Singh pirates. The game board shows a map of Bengali. The map is divided into small spaces that the players move their pieces in.
The players move around on the board and draw different cards. All players start with a Hero card, and as long as they don't lose that card they can move two steps, otherwise only one step.
After moving, the player can play a Jungle Drum card on their hand (optional) and then pick an Event card. Some event cards say that the player encounters someone in the jungle. It might be friendly or hostile encounters. The player might do one of three things:
- hide and avoid the encounter
- friendly approach
Which of these actions that are possible is printed on the card together with a difficulty number. To succeed the player needs to roll equal to or above the difficulty number on two six-sided dice to succeed. Failing hide and/or friendly approach leads to a fight. Losing a fight can lead to an injury.
There are cards that the players can keep on hand and use when they have an encounter. One example of such a card is "Devil" that will give +1 on the fight or hide die roll, or Jungle Patrol which gives +2 in a fight.
Some locations have special actions:
- reaching The Skull Cave gives the player a Bandar card (+3 in a fight)
- reaching Morristown increases the risk of a fight (by going through the Morristown cards) but also increases the amount of Jungle Drum cards the player can win.
- reaching Wambesi or Llongo gives the player two Jungle Drum cards immediately
Some Jungle Drum cards can be played against other players, for example an ambush (that takes away another players card) or a false lead (that sends another player into another direction). There are also Jungle Drum cards to play as defence from such actions.
Some Jungle Drum cards display a rumour of where the president might be held captive. There are five different locations he can be held: Bengalitown, Corba, Trondelay, Tower of the Albatross and Kaz-Mir-Ora. When a player gets two cards that both point to the same location, i.e. Corba, he may play these cards on his turn. When these cards are played, this location will no longer be just rumors, it will be the actual location the president is held captive. The player can choose if he wants to play these cards right away or wait and try to move closer before revealing them. But the longer he waits, the higher the risk that someone else will play two other cards that states the president to be held somewhere else.
The first player that gets to the location the president is being held captive, has to fight through 12 Singh-pirate encounter cards. The player has to fight these pirates one card at a time. If the player gets heavily injured, he has to move his playing piece to dr. Axel's Jungle hospital for healing. Now the next player who arrives to the Singh pirate's hide-out can continue fighting the remaining cards.
When all the Singh-pirate cards are defeated (all by one player, or by several players taking some cars each), president Luaga is released. The player who released the President now has to bring him safely either to the Skull Cave or to Morristown. The other players are now taking the role of bandits and will start chasing The Phantom. If one of the bandits land on the same space as the player playing The Phantom, then these two will fight each other. They both roll the dice and if the bandit wins, he will now take over the role as The Phantom and continue to move the president to safety while the other player assumes the role of bandit.
The winner is the player that gets the president safely to the Skull Cave or to Morristown.