>>85838274It's a game for 2-6 players. You start moving with a 6-sided die and you can only move to vertical or horizontal spaces.
Exact die rolls aren't necessary to land on each space, but you cannot pass over a monster space without fighting it. Monsters range in power from 1-20, and in order to beat them, you need to get a higher roll than their value. To increase your power, you need to collect masks (Kanohi) and Turaga (elders). Some masks change which die roll you use (d8, d12), and elders grant extra points to your attack roll. If you fight a monster and win, you get an extra turn; if you fight a monster and lose, you're forced back one space, and must put one of your earned tokens underneath it, which someone else can claim if they defeat that monster.
The board in the picture is the canonical map, but boards are added randomly whenever someone approaches a portal space, which are those red-and-gold ones connected to each other. The person who lands on a portal space ends their turn on it, but can rotate and put a board down in any direction, as long as a portal space is connected to where the player landed; portal spaces for other revealed boards at the time of placement do no matter, which means you can lock someone trying to explore and force them to waste time going around the map.
The objective is to get to the dome in the middle. You are trying to collect 3 keys, and each of the six spaces has a unique lock combination on it. If your lock combination doesn't match, you can't fight Makuta, the Great Evil One. If it does match, then you roll a white die, and rotate the dome; the color that ends up facing you represents Makuta's power for that fight. Makuta has a power ranging from 18-28. If you lose, the player to your left chooses which token you lose; that token is put on the start space, which anyone passing by can claim. Also, that player moves your piece to anywhere on the board without a player or a token, forcing you to travel all over again.