Limbo Road: Game For 2 Players by Andrew S. Fischer
Limbo Road: Game For 2 Players by Andrew S. Fischer
Limbo Road: Game For 2 Players by Andrew S. Fischer
Introduction
It has been written that “The road to hell is paved with good intentions.” However, that road to hell (or
heaven) first leads to limbo. In this game you and a friend are full of good intentions, and abstractly perform
good deeds – both big and small – throughout your lives. Some turn out poorly, however, so you will have to
travel the limbo road. At the end of the journey, only one of you can win the game and move on.
Game Components
1 Game board
36 Action cards
30 Good Deed tiles in 6 colors
9 Fate tiles
1 Bonus tile
2 Player tokens
2 Direction markers
1 Rules Sheet
Object of the Game
Score the most Victory Points (VP) when the game ends.
Setting up the Game
For your first game, very carefully remove the tiles and direction markers from their punch card. (Note: for
the P&P version, tape the board sections together so that the four small diamonds are clustered in the center
of the board.)
Place the game board on the table between the players. Place the “1” Bonus tile in its oval space near the
label “ACT III - Limbo” with its side face up. Turn the Fate tiles face down so that the word “Fate” is
showing. Mix them thoroughly and place one in each of the oval spaces on the board.
Flip the Good Deed tiles face down, so that their smaller numbers (without circles) are showing, and mix
thoroughly. Then, starting with the twelve Limbo squares, one player secretly chooses a random square space
on the board and the other randomly chooses a tile to place on that square.
Important: In the limbo “circle” of tiles only one color may have three tiles present; if a second color has
its third tile drawn place it in another square agreed upon by the players. Also, no pair of squares anywhere
on the board can have two tiles of the same color; if drawn, place the duplicate tile in another square. When
the limbo squares all have tiles, one color will have three tiles, one color will have one tile, and four colors
will have two tiles (or rarely there will be two tiles in each of the six colors).
Use the same tile placement process for all the remaining (road) squares on the board.
Each player selects a token and places it behind the Act I space. Shuffle the cards and deal three to each
player. Place the remaining cards as a draw deck face down near the board. Choose a start player randomly.
Let’s Play!
During the game, players will play cards to move their tokens through three stages of life: Act I
(childhood/teen years), Act II (adulthood/old age) and Act III (limbo).
The start player takes his/her turn, then the opponent takes his/her turn. The players alternate taking turns for
the rest of the game.
Limbo Road RULES, Version 1.0 © 2020 Andrew S. Fischer. All Rights Reserved. 1.
On your turn you must play a card, then at the very end of your turn draw a card from the deck back to a
three-card hand (if you now hold less than three).
The Cards
Regular cards show the exact number of spaces you must move your token. A movement space is defined
as either a “box” of two Good Deed spaces or a Fate space. (Note: the Act I, II, and Act III labels are not
spaces.) You move from space to space following the lines on the board. You can move forward or backward
on a single turn. The “0” cards allow you to move from one square to the other in a box.
Limbo Road RULES, Version 1.0 © 2020 Andrew S. Fischer. All Rights Reserved. 2.
If you choose an empty space or one with a colored tile you already have in a set, place your token in the
square, covering the tile if it’s present. A tile with your token on it cannot be taken by your opponent.
In either case above, your turn ends. If you have three cards in your hand, do not draw a card; otherwise,
draw a card from the deck to bring your hand back to three cards.
Landing on a Fate Space
If there is a Fate tile on the space, take it, look at it and keep its effect hidden from your opponent. Use it
during a future turn and discard it face up. Both player tokens may occupy a Fate space at the same time.
Whether you get a Fate tile or not, your turn ends. If you have three cards in your hand, do not draw a card;
otherwise, draw a card from the deck to bring your hand back to three cards.
Limbo
The first player to land on or cross the Bonus space takes the 1 VP Bonus tile – but only if he has more
raincloud tiles in his display than his opponent AND has fewer VP than his opponent.
The second player to land on or cross the Bonus space takes the Bonus tile if he has more rainclouds than his
opponent OR has fewer VP. If he meets both conditions he takes the tile and flips it to its “wild” side; in
addition to its 1 VP, at the end of his turn it can be designated as a substitute for any missing Good Deed tile
in a set.
After crossing the Bonus tile space, a player must immediately choose whether to move clockwise or
counter-clockwise for the rest of the game. Once in limbo, a player can never leave the circle. (Note: the
arrows are not spaces. They are just guides showing the two spaces adjacent to the limbo bonus space.)
Place the appropriate Direction marker (clockwise or counter-clockwise) in front of you as a reminder. You
may not change directions. Also, you must go around the limbo “circle” as long as you have cards to play.
If your token has crossed the limbo label you may not play a Special card or use a Fate tile.
Game End
After the deck runs out and all cards that can be played are played from the players’ hands, the game ends.
If only one player’s token reaches the Limbo circle he wins the game.
If neither player reaches the circle they both lose!
If both reach the circle the player with the most VP wins. If tied, the player with the bonus tile wins.
Variant
Place the Bonus tile’s “wild” side face up at the start of the game.
Playing Tips
Try to plan out your moves so you can get a complete set as soon as possible. Sometimes there’s a key tile to
take early because the rest in its color are at the far end of Limbo road.
Keep close track of the scores and your opponent’s needs.
Use simple arithmetic if you need to get to a space but don’t have the right card. Example: You want to move
ahead two spaces, but don’t have a Move 2 card. You could play a Move 3 forwards and next turn play a
Move 1 backwards.
Don’t move backwards too often; the cards may run out early and you may not make it to limbo.
The Bonus tile can be very important. If you’re close to crossing the limbo label but can’t take this tile, you
may want to move backwards a few turns if that could give you a chance to get it.
You’ll usually want to use all your Special cards and Fate tiles before entering Limbo. Don’t forget!
Limbo Road RULES, Version 1.0 © 2020 Andrew S. Fischer. All Rights Reserved. 3.