River Horse: Jim Henson's Labyrinth: The Board Game
- Step into the world of Labyrinth and relive the magic of Jim Henson’s iconic film in this immersive board game. - Join Sarah, Ludo, Hoggle, and Sir Didymus as you navigate the ever-changing Labyrinth to rescue Toby from Jareth, the Goblin King! - Every game is a new adventure with randomized encounters and magical surprises that keep players engaged. - Beautifully illustrated and faithful to the film, this game captures the wonder and mystery of the beloved classic. - Cooperate with friends or go solo in this thrilling journey through dangers untold and hardships unnumbered!
Product description
Studios Jim Henson's Labyrinth: The Board Game
“Hey, lady! It’s against the rules to throw other people’s heads!
Hoggle, Jareth the Goblin King, Ludo, Sarah, Sir Didymus and Ambrosius
Components and Game Tips
Play with up to four friends in this fun family board game based on the classic Labyrinth movie by Jim Henson
A beautiful exploration of the movie for 1-5 players in which Sarah, Ludo, Sir Didymus and Hoggle must adventure through the labyrinth and make their way to the goblin city to save Toby from Jareth, the goblin king!
This is the maze that players must navigate every time they wish to save Sarah’s baby brother. Each game is different with the blank card spaces being filled with the magical encounters and monsters that are depicted on the deck of cards that comes with the game.
Welcome to River Horse’sLabyrinth ? the Boardgame.
We’re really glad you joined usfor this adventure ? with your help Sarahwill certainly save Toby in time. Our game is designed for four people, but you’ll find rules for five, three, two and evenone player games at the end of this booklet. Let’s assume for now that there are four players.
First you’ll have to gather your friends and search the Labyrinth for the entrance to Goblin City. Together, you’ll have to survive Jareth’s ploys, face Humongous, the gate warden, as well as scores of angry goblin guards that will try to stop you from getting to the castle of their king. Finally, once you reach the castle, Sarah will have to confront Jareth one final time in the castle’s maze in order to save her baby brother. And all this time the hands of that awful clock will keep turning... Good luck, and remember, you can’t take anything for granted here.
The characters. Each miniature is used by a player except for Janeth.
When it’s your turn to have a go, you must decide whether to Rest or Move.
Rest If you decide to Rest, you don’t move, but you get to roll a green die ? if you roll a 4 or more, you gain a Will power token.
If you decide to Move, roll a die, either the Speed die shown on your character sheet or any weaker die. The result of the die shows how many spaces you must move your character, either clockwise or anti-clockwise around the Labyrinth spaces.
You must always move the full distance rolled, but may not choose to land on a space containing Jareth (you must instead move in the opposite direction).
Our dice are special ? here they are, ranked from the strongest to the weakest:
The blue die has twenty sides and so when you roll it, it will give you a number from 1 to 20. The black twelve-sided die gives numbers from 1 to 12. The purple ten-sided die gives numbers from 1 to 10 (the zero counts as a ten). The yellow eight-sided die gives numbers from 1 to 8. The green six-sided die gives numbers from 1 to 6. gives numbers from 1 to 4. The red four-sided die gives numbers from 1 to 4. The result is shown by the number that is facing ‘the right way up’.
During the game there are many occasions that may cause you to lose Willpower tokens. When your last Willpower token is discarded you have lost all of your will to continue and defy Jareth ? you sit down hopelessly... and suddenly a trap door appears under your feet and you end up in the Oubliette ?immediately move your character to the Oubliette space.
When it’s your go and you have decided to Move, and there are other characters in your space, you can decide to invite other characters to come with you and ‘Moveas a Group’.
The players controlling those characters can accept to move with you as a group or not, it’s entirely up to them. However, we recommend accepting, as it is normally a very good idea.
When it’s your go and you have decided to Rest, and there are other characters in your space, you can share stories with them and talk through your worries and fears, so that your friends can help you, because that’s what friends do.
Note that if you land on a space for any reason other than moving normally (you could have been moved there as a result of a card, for example), you must still immediately follow the instructions described above for a normal Move.
If your character has previously fallen intothe Bog of Eternal Stench (as representedby the Smell Bad! token), you cannot automatically accept the invitation to move as a group ? you are so embarrassed by the terrible smell that you need to roll agreen die. On a 4 or more you are free to accept the invitation or not, while on a 3 or less you must refuse. All characters invited can wait to see what all Bad Smelling characters roll before they decide whether to stay or move as a group.
When your character is requested by a card to take a Wit, Brawn or Speed test, first another player rolls the die or dice on behalf of the bad guys?the dice to be rolled are shown on the card. The highest result rolled by any of these dice is the bad guys’ score.