Lair Break Game Rules - Dragon’s Lair and Breakout - 2) Team based Multiplayer - Two teams of two compete against each other. Team one is made up of the knight and the paddle. Team two is made up of the dragon and the bricks. Objectives - Team one’s objective is to save the princess by making it to team two’s side of the board, getting the various swords, and slaying the dragon with one (the highest value one). - Team two’s objective is to block team one from achieving their objective by ultimately killing the night. Individual objectives: - Team one: *Knight – The knight must try to get past the bricks, gain swords to attack with, and then slay the dragon. He must also try to avoid lining up with the dragon and confront or avoid the dragon’s minions. (Starts with 10 health points, but can get more from defeating minions and from the princess). *Paddle – The paddle must try to destroy the bricks, or at least enough of them, so that the knight can get through to the other side and not be trapped in. (Starts with 3 balls, but can get more when the knight lands on item spaces). -Team two: * Dragon – The dragon must try to kill the knight before he is able to kill it. The dragon can send out minions (one card in play at a time – serpent, giddy goons, and the lizard king) in the path extending horizontally or vertically. The minions are then also controlled by the person who is playing as the dragon and both the minions and the dragon can be used to attack the knight (The dragon starts with 10 health points; the minions have the various health points as stated on their cards). * Bricks – The brick’s must try to block the knight and potentially trap him so that the dragon can kill him. The bricks must also try to avoid being hit by the ball and can also try to block off swords and supplies from the knight. (Starts with 14 bricks on the board but has the possibility to get more when the dragon lands on the item spaces). Movements * Knight – the knight can move all around but not diagonally. The knight rolls a die to see how many spaces he can move and can move up to that number of spaces on the board. * Paddle – the paddle is restrained to moving on the grassy part of the board. The paddle rolls a die to see if it can move up to 1 (for odd numbers rolled) or 2 (for even numbers rolled) steps. After rolling the die and moving (or not moving if the player chooses not to), the paddle can shoot out a ball. To shoot a ball, the paddle player rolls a die, then multiplies the number by 2 and that number is how many spaces (in a straight vertical line) that the ball can move. If the number is to small to hit any bricks, the ball simply stays in its furthest spot until the paddle player’s next turn when it will drop back to the spot where it the paddle was when it shot it. If the ball has a long enough path, it can destroy 2 bricks on the same path, unless one of the bricks has a tower, in which case, only one brick is destroyed. When a brick is defeated, the paddle player and brick player take part in a mini-challenge to determine the direction and speed that the ball will return to the paddle (if the paddle can catch it). The description of this challenge is later in the rules. Balls can also be shot at the dragon, when the paddle has a clear straight shot at it, taking away 2 health points from the dragon, but also forfeiting that ball. *Dragon – the dragon can move all round but not diagonally and is restrained to the cobble stone floor part of the board. . The dragon rolls a die to see if it can move up to 1 (for odd