
The Gatekeeper will require a player to pick up a Fate card during the game. Fate cards are cards with instructions which the player must follow. In each case, a player must still move to a nearby Black Hole and wait for their next turn before being released. Players are only released from a Black Hole either by the Gatekeeper, having a Fate or Time card that releases them, trying to get their number on a dice roll each time their turn comes around or having possession of their corresponding colored key. A player can either be banished to a Black Hole by the Gatekeeper or stumble into one on the game board, temporarily rendering them unable to play. Dueling allows players to duel other players to steal one of the players' keys, as long as the two players have keys of their own. Flight allows players to travel from one flight stone on the game board to another unoccupied flight stone. During the game players may come across objects to either make the game harder or easier, these include flight, dueling, black holes, Fate cards and Time cards.

If a player lands on their own Headstone, they can earn a key from their realm by roling their own key rack number on the die likewise, if an opponent lands on it, the player can take a key from that opponent by rolling their number. Players can get rid of the Black Key by passing it on to another player when their pieces both occupy the same space or try to lose it in a duel. A Black Key is also on the board and must be avoided, otherwise the player who picks it up is 'cursed' and unable to win the game as long as it's in their possession, even if they have one key of each color. Should the Gatekeeper tell a player to take a key, they must take it from the realm they are in unless instructed otherwise. Although players only need one key per color, players can collect more which prevent other players from completing the game. Players must collect all six different color keys, placing any keys they have in their rack facing towards them to hide the colors from opponents. Players start collecting keys by either landing on a space marked with a key on the game board or taking them from other players by duels. when the Gatekeeper asks whose turn it is, they must answer with 'Yes, my Gatekeeper') failure to do so will result in punishment (a player must end their turn if they're in the middle of one when the Gatekeeper appears). Whenever the Gatekeeper appears on-screen, all players must stop, listen and do exactly what he says (e.g. Starting from their characters' Headstones, players take it in turns to roll the dice and move clockwise around the board and can choose to roll one or two dice each time. Once the game and on-screen countdown begin, pressing Stop or Pause on the remote is not possible. The Chosen One rolls first to start the game. He will then choose a 'Chosen One' to act as his eyes and ears. When he asks who is playing, the players need to use the DVD remote to tell the Gatekeeper which characters are in the game at least 3 players are required.

Once everything is set up, 'Play' is then chosen from the main menu, summoning the Gatekeeper. Then the players choose their playing pieces and corresponding character cards, as well as a numbered key rack.

Players then write their greatest fear on individual slips of paper and place them -folded- into the Well of Fears in the center of the board.

The board is set up with the keys, Time and Fate cards put on and beside the board. In both booklet and DVD instructions it is recommend that players create a perfect ' Atmosfear' before playing, which includes playing the game at night, dimming down the lights and turning up the volume for the DVD (with a suitable 5.1 Surround soundtrack).
