Atmosfear: The Gatekeeper/Card List

*Note: this list doesn't include the character cards*
## FATE

* **LUCKY** (x2) If your number is **1/2** you may have 1/2 **free** turn(s).
* **KINDA LUCKY** (x2) If your number is **3/4** you may have 3/4 **free** turns.
* **REALLY LUCKY** (x2) If your number is **5/6** you may have 5/6 **free** turns.
* **RELEASED** (x2) Use this card to release yourself from the BLACK HOLE. Return to back of pack after use.
* **RELEASED II** Use this card to release yourself from the BLACK HOLE, then pass it to the player on your right.
* **ROLL BOTH DICE** Roll a **7 or higher** to take a key. Roll **lower than 7** and you are banished to the BLACK HOLE.
* **ROLL THE DICE** Roll an **odd** number and have **2 free** turns. Roll an **even** number and **miss 2** turns.
* **ROLL THE DICE** Roll your number and you may take a key.
* **ROLL THE DICE** The number you roll is the number of turns you will miss.
* **RETURN A KEY** (x6) All players must return one **<color>** key to the board. If you do not have a/an **<color>** key you must miss two turns.
* **BANISHED** You are banished immediately to the furthest BLACK HOLE.
* **THE PLAGUE** You have been infected with the plague. You must limp around using only **one die** and can no longer use the **Flight** stones. The only cure is to pass on this card, and the plague, to another player by landing on the same stone. *Place this card directly in front of you for all to see*
* **DUEL** All players must move immediately to a DUEL stone in the realm to their left and can attack one another instantly if they desire.
* **MAGGOT VS MAGGOT** The players on my left must duel each other immediately.
* **KEY PLAY** Take one key from any opponent and return it to the realm in which it was found.
* **KEY PLAY** Take one key from each realm and immediately remove them from the game.
* **KEY PLAY** Take one key from each player and remove those keys from the game.
* **NASTY** Banish the player of your choice to the nearest BLACK HOLE.
* **BACKWARDS** Every player must move their pieces back **7** spaces.
* **PUNISHMENT** Hand this card to the opponent you would like to see punished. Anyone who inflicts damage on that player can take one free turn. *Place this card directly in front of the Maggot.*
* **IMMUNITY** Use this card to ward off any penalty at any time during the game *Once used, this card must be passed to the player on your left.*
* **GROUNDED** The player on your right is stripped of the **Power of Flight** and cannot use the Flight stones for the rest of the game. *Place this card directly in front of the player.*
* **CHOICES** All players return one key to the realm in which it was found OR roll their number to play again.
* **CHOICES** All players must turn their racks around so that all may see their keys OR roll one die and return that many keys to the board.
* **CHOICES** All players must return to their headstones and roll their number before they can play again OR return one key to the realm in which it was found.
* **LEFT & RIGHT** The player on your **left** is banished to the nearest BLACK HOLE and the player on your **right** must return to its headstone.
* **<HARBINGER'S NAME>'S TIME** (x6) If <HARBINGER'S NAME> lands on your headstone take all the <Harbinger alias>'s TIME cards. Return to back of pack after use.
* **DO NOT READ THIS CARD ALOUD** (x6) If <HARBINGER'S NAME> tries to take a key from you, pass on this card with this message: *Bad luck, fang face/hair ball/hag face/brat/rag-bag/flesh-bag. I'll keep that key and take one of yours!*
* **DO NOT READ THIS CARD ALOUD** SCREAM! If you frighten anyone you can take a key from them.
* **CURSED** If you have the cursed BLACK KEY wait until a player is on the inner ring, then hand them the key and this message: *Not so fast little Maggot!* Return to back of pack after use.
* **PICK A NUMBER** The player on your **left** must pick a number between 1 and 6 to decide their fate:
	+ 1. Return one key to its realm
	+ 2. Take a key from the player on your right
	+ 3. Roll an odd number to play again
	+ 4. Miss a turn
	+ 5. Go back 5 spaces
	+ 6. Return to your headstone
* **PICK A NUMBER** The player on your **right** must pick a number between 1 and 6 to decide their fate:
	+ 1. Go straight to the furthest DUEL space
	+ 2. Roll one die and miss that many turns
	+ 3. Go to the headstone on your left
	+ 4. Roll one die and take that many free turns
	+ 5. Go straight to the nearest BLACK HOLE
	+ 6. Collect one key from any player
* **PICK A NUMBER** The player on your **left** must pick a number between 1 and 6 to decide their fate:
	+ 1. Miss 2 turns
	+ 2. Go straight to the nearest BLACK HOLE
	+ 3. Collect one key from any player
	+ 4. Return one key to its realm
	+ 5. Return to your headstone
	+ 6. Roll your number to take a key.
* **PICK A NUMBER** The player on your **right** must pick a number between 1 and 6 to decide their fate:
	+ 1. Go straight to the nearest BLACK HOLE
	+ 2. Roll an odd number to play again
	+ 3. Return to your headstone
	+ 4. Take a key from the player on your left
	+ 5. Miss a turn
	+ 6. Return one key to its realm
* **PICK A NUMBER** The player on your **left** must pick a number between 1 and 6 to decide their fate:
	+ 1. Collect one key from any player
	+ 2. Return to your headstone
	+ 3. Go back 3 spaces
	+ 4. Roll an even number to play again
	+ 5. Return one key to its realm
	+ 6. Go straight to the nearest BLACK HOLE

## TIME

* **ANYTIME** Use this card to release yourself from the BLACK HOLE. Return to back of pack after use.
* **ANYTIME** If you are in the BLACK HOLE, hand this card to an opponent and they must trade places with you. Return to back of pack after use.
* **AT 48:30** Take a key from the realm you are in. Return to back of pack if time has expired.
* **AT 48:20** You may take a key from the realm you are in. Return to back of pack if time has expired.
* **AT 47:45** Grab the dice and take 2 free turns. Return to back of pack if time has expired.
* **AT 47:00** SCREAM "STOP!" If you scare anyone, take a key from the realm you are in. Return to back of pack if time has expired.
* **AT 47:00** If an opponent has just been sent to the BLACK HOLE by THE GATEKEEPER, take all their TIME cards and tell the loser: *Life sucks, doesn't it?!* Return to back of pack if time has expired.
* **AT 46:50** Start to giggle insanely. If any opponent asks why you laugh, hand them this card and this message: *I'm having the last laugh! You're BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 45:50** Give this card to any opponent who has an even number and tell the loser: *You cannot play again until **44:55!*** Return to back of pack if time has expired.
* **AT 45:20** If any opponent is on a TIME stone, hand them this card and this message: *You're BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **FROM 45:00 - 00:00** Whenever an opponent is near your headstone, let out a wicked little giggle. Any opponent who asks why you are giggling must give you all their TIME cards in exchange for this one.
* **AT 44:57** If any opponent is on a KEY stone, hand them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 43:45** (x2) If anyone has just rolled he highest or lowest number to win a key, you can take that key and tell the loser: *Not so fast little Maggot!* Return to back of pack if time has expired.
* **FROM 43:31 - 42:20** (x2) If an opponent is trying to roll their lucky number, call out these numbers: 22, 13, 9, 55, 23, 16, 12/8, 27, 6, 5, 68, 3, 7 Return to back of pack if time has expired.
* **AT 41:40** Pick on an opponent. Hand them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **FROM 41:20 - 39:30** If an opponent reveals their middle name, laugh out loud and take a TIME card. Return to back of pack if time has expired.
* **AT 40:00** If THE GATEKEEPER gives an opponent a nickname, whisper 'Fester' at them three times then take all their TIME cards. Return to back of pack if time has expired.
* **AT 37:50** Take all the Chosen One's TIME cards and tell that loser: *Serves you right!* Return to back of pack if time has expired.
* **AT 37:47** SCREAM "STOP!" Any opponent you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 37:40** Take all the Chosen One's TIME cards and give them this message: *Sucked in, Maggot!* Return to back of pack if time has expired.
* **AT 36:50** Give this to the Chosen One with this message: *Miss two turns, you nasty scum!* Return to back of pack if time has expired.
* **AT 36:32** Wait for your turn to come around then try to waste some time before you roll the dice. It might be worthwhile. Return to back of pack if time has expired.
* **AT 36:25** Wait for your turn to come around then pick up the dice and tell all opponents: *THE GATEKEEPER wants me to wait for him to return because he has something special for me!* Return to back of pack if time has expired.
* **FROM 35:27 - 35:00** (x6) If <Harbingger's name>'s terror-tory appears on screen, roll one die. If you can roll the <Harbinger's alias>'s number you can take a key from her/his realm. Return to back of pack if time has expired.
* **AT 34:55** SCREAM "STOP!" The opponents you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 33:44** If any opponent has just been released from the BLACK HOLE, give them this card with this message: *Get back in the hole!* Return to back of pack if time has expired.
* **AT 33:42** If you are in the BLACK HOLE, you are released. Return to back of pack if time has expired.
* **AT 33:20** Give this card and this message to an opponent who has an even number: *You cannot play again until **33:20!*** Return to back of pack if time has expired.
* **AT 32:23** Give this card to the Chosen One and tell that loser: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **FROM 33:44 - 33:20** (x2) If an opponent is muttering something about maggots & mongrels, repeat the following 3 times loudly: *Mongrel, maggot, muncher!* and take all their TIME cards. Return to back of pack if time has expired.
* **AT 32:23** If you are in the BLACK HOLE, give this card to an opponent and they must trade places with you. Return to back of pack if time has expired.
* **AT 31:36** If an opponent has just BANISHED you to the BLACK HOLE, hand them this card with this message: *Swap places with me, you backstabbing Maggot!* Return to back of pack if time has expired.
* **AT 31:35** Move to the nearest TIME stone and pick up a TIME card. Return to back of pack if time has expired.
* **AT 31:20** Wait for your turn to come around and then try to waste some time before you roll the dice. You might be rewarded. Return to back of pack if time has expired.
* **AT 29:00** If an opponent has recently left the room, take all their TIME cards and pass on this message: *This will give you something else to think about!* Return to back of pack if time has expired.
* **AT 28:50** If the cursed Black Key is still on the board, give it to an opponent and tell the loser: *You deal with it!* Return to back of pack if time has expired.
* **AT 27:30** SCREAM "STOP!" Any opponent you scare is BANISHED to the BLACK HOLE. Return to back of pack if time has expired.
* **FROM 26:50 - 25:32** If an opponent wins a key during this time, take that key, return it to the board and tell the loser: *Life easn't meant to be breezy!/Easy come, easy go!* Return to back of pack if time has expired.
* **AT 23:00** If any opponent has six keys or more, hand them this card with this message: *You are BANISHED, you show-off!* Return to back of pack if time has expired.
* **AT 22:00** If an opponent has just BANISHED you to the BLACK HOLE, hand them this card with this message: *Time to swap places, Maggot!* Return to back of pack if time has expired.
* **AT 21:30** If you are in the BLACK HOLE, you are now released. Return to back of pack if time has expired.
* **AT 21:10** Banish an opponent to the BLACK HOLE. Return to back of pack if time has expired.
* **AT 20:10** SCREAM "STOP!" Any opponent you scare must turn their rack around so all their keys are revealed for the remainder of the game. Return to back of pack if time has expired.
* **AT 20:10** Roll one die. If an opponent has that number they must turn their rack around so all their keys are exposed for the remainder of the game. Return to back of pack if time has expired.
* **AT 18:30** SCREAM "STOP!" Any opponent you care must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 18:30** If any opponent screams, hand them this card with this message: *You are BANISHED to the BLACK HOLE, loud mouth!* Return to back of pack if time has expired.
* **AT 17:37** Wait for your turn to come around and take 2 FREE turns. Return to back of pack if time has expired.
* **AT 15:50** If you are in the BLACK HOLE, you are released. Return to back of pack if time has expired.
* **AT 14:25** Give this card and this message to the one who holds the most keys: *Return one key!* Return to back of pack if time has expired.
* **AT 13:00** Take all the TIME cards from the one with the highest number and give them this message: *No time to lose, Loser!* Return to back of pack if time has expired.
* **AT 12:37** Hand this card to any opponent on the inside track and tell the loser: *You cannot play again until **11:37!*** Return to back of pack if time has expired.
* **AT 12:15** Give this card with this message to the one with the most keys: *Return one key, sucker!* Return to back of pack if time has expired.
* **AT 12:10** If you are on the inside track and an opponent has told you that you cannot play until 11:37, throw the punishment back in their face. It is they who cannot play until **11:37!** Return to back of pack if time has expired.
* **FROM 10:10 - 08:30** Play HAVOC by giving this message to the Chosen One: *Miss 2 turns!* Return to back of pack if time has expired.
* **FROM 10:10 - 08:30** If you have just been asked to roll your number you can take an extra turn to try and succeed in that task. Return to back of pack if time has expired.
* **AT 10:32** Wait for your turn and take 2 FREE TURNS. Return to back of pack if time has expired.
* **AT 09:50** Wait for your turn and take 3 FREE TURNS. Return to back of pack if time has expired.
* **AT 09:15** SCREAM "STOP!" Any opponent you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 09:15** SCREAM! Any opponent you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 09:15** If anybody screams, give them this message: *You are BANISHED for being a screaming twit who does everything you are told!* Return to back of pack if time has expired.
* **AT 08:40** If you are in the BLACK HOLE, you are now released. Return to back of pack if time has expired.
* **AT 07:20** Wait for your turn and take 3 FREE TURNS. Return to back of pack if time has expired.
* **AT 05:22** Take a purple key from the board. Return to back of pack if time has expired.
* **FROM 05:50 - 00:00** During this time, this card gives you release from the BLACK HOLE.
* **AT 04:50** (x2) Take a green/blue key from the board. Return to back of pack if time has expired.
* **AT 03:50** Grab the dice and take 2 free turns. Return to back of pack if time has expired.
* **AT 03:45** Take a red key from the board. Return to back of pack if time has expired.
* **AT 03:45** Force an opponent to return to their headstone. Return to back of pack if time has expired.
* **AT 03:40** Give this message to the player whose turn it is now: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 03:35** If you are stuck in a BLACK HOLE, this card will release you. Return to back of pack if time has expired.
* **AT 03:30** Give this card and this message to an opponent who has all 6 keys: *Return to your headstone and wait until **02:40** before you can play again!* Return to back of pack if time has expired.
* **AT 03:40** Give this card and this message to an opponent who has all 6 keys: *Return to your headstone and wait until **02:40** before you can play again!* Return to back of pack if time has expired.
* **FROM 03:30 - 00:00** (x3) You may trade a key with any willing opponent. Return to back of pack after use.
* **AT 03:30** (x2) You may trade a key with any willing opponent. Return to back of pack if time has expired.
* **AT 03:30** Force an opponent to return to their headstone. Return to back of pack if time has expired.
* **AT 02:30** If any opponent just won a key give them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 02:30** Take an orange key from the board. Return to back of pack if time has expired.
* **AT 02:30** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 02:30** You can take one key from any player. Return to back of pack if time has expired.
* **FROM 02:30 - 00:00** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 02:15** Take one key from the realm you are in. Return to back of pack if time has expired.
* **AT 02:15** If you have the Black Key roll one die. If an opponent has the number rolled hand them the cursed key with this message: *Now try winning!* Return to back of pack if time has expired.
* **AT 02:15** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 02:07** SCREAM! If you scare an opponent take a key from them. Return to back of pack if time has expired.
* **AT 02:06** If an opponent screams, take a key from them and tell the loser: *Better luck next time!* Return to back of pack if time has expired.
* **AT 01:40** Take a yellow key from the board. Return to back of pack if time has expired.
* **AT 01:35** Hand this card to any opponent on their way to the WELL OF FEARS and tell the loser: *Do not play again until **01:00*****!** Return to back of pack if time has expired.
* **AT 01:20** Give this message to any player heading to the WELL OF FEARS: *Miss a Turn!* Return to back of pack if time has expired.
* **AT 00:50** SCREAM! If you scare anyone you can take a key from anywhere on the board. Return to back of pack if time has expired.

## Trivia

Early copies of the game included a misprinted version of the 45:50 card in which it tells players it is given to that they can't play again until *46:30* instead of *44:55*.