The Fantomen Ragons Hunderspel Game (which translates to Ragon’s Obstacle Game) was issued by Serieförlaget in Sweden with Fantomen comic book number 26 in 1956. The front and back cover of this edition can be seen below.


The game is styled around the Lee Falk and Wilson McCoy classic Phantom daily story titled ‘Ragon’s Game’, published in newspapers in 1954.
The boardgame style game was a free inclusion found within the centerfold of the comic, across pages 26 and 27, with game pieces and play instructions and rules found on the last page of the comic. The game is printed in black and white, designed to be removed from the comic book, with the game pieces featuring profile images of the Phantom requiring to be cut out.


The Fantomen Ragons Hunderspel Game is designed for up to 4 players. The instructions and rules translated to English read:
How to play RAGON’S OBSTACLE GAME – You can find the game on pages 26-27
You may remember that the Phantom was in a very difficult predicament a few issues ago. The cruel Prince Ragon had invented a game to amuse himself and in the Phantom he had found the ideal playing partner, he thought. He had Diana kidnapped to use her as bait, and the Phantom had to enter the game to save her. You know how the Phantom managed to overcome all obstacles and finally forced Ragon to give up his game.
Now you and your friends can play Ragon’s obstacle game yourself and see who overcomes the obstacles first and wins.
The game is easy to learn and you only need game pieces and a dice. Below are four figures of the Phantom that you can stick on cardboard and use as game pieces. Of course, you don’t have to be four to play the obstacle game. It works just as well with two or three, and if there happen to be five or six of you who want to play, that works too. In that case, the extra participants may use something else as game pieces. It goes well with anything, buttons e.g. However, it is best if there are not too many of you, so that it does not get too messy on the playing field.
You start where it says START the pieces in turn, then and move you throw the dice. The pieces are moved the number of steps that the die indicates.
Some squares are specially marked with black, and then it is important to observe what is written next to these numbers in the rules next to this. If someone rolls the die so that he ends up on fellow player, he gets BEHIND. If it happens to be black, he must follow the rules for this square. same box as a GET IN THE BOX this one then.
In order to reach the goal, you must hit EXACTLY ONE MORE than the number of steps you have left to the goal. If you don’t do that, you have to stand over until it’s your turn to throw the dice again.
You also get to roll the dice on who will start. The highest dice roll starts, then the next highest plays as second man, and so on. If two hit the same number, they must turn over their emellan.
Yes, then it’s just a matter of getting started. Good luck hunting for Ragon!
RULES:
If you end up on one of the black boxes, you must comply with the following rules:
4 First obstacle. The Phantom comes face to face with a tiger and must start all over again. Move back to start.
6 The Phantom handled the tiger well and is allowed to move up to 9.
13 Second obstacle. A terrible bastard of a knight tries to mow down the Phantom. Move back to the 9 again.
14 The phantom yanks the knight off the horse and jumps to 18.
17 The third obstacle. Wild natives with poison arrows impede the Phantom’s progress and he has to wait until you hit a free.
27 Fourth obstacle. A variety of rock blocks crashes down in front of the Phantom and he has to stand over a throw and wait until the set ends.
34 The Phantom’s good condition means that he can increase speed and he jumps without further ado over the fifth obstacle and arrives at 39.
38 The fifth obstacle. A lot of crawling poisonous snakes stop the Phantom. You must make an extra roll and move BACK the number of steps the die shows.
50 Now things are going well for the Phantom, who gets to advance three extra steps.
58 The sixth obstacle, which is the combination obstacle. The quicksand stops the Phantom and to get out of it he has to wait until you hit a one. Then you can go on.
59 There, the Phantom manages to grab hold of two huge eagles, which pull him out of the quicksand and moves him to 63.
62 Seventh hurdle. The eagles couldn’t bear to carry the Phantom further than here, and here the Phantom meets a mad elephant. Go back to 57 and try again when it’s your turn.
69 The Eighth obstacle. A river with huge numbers of crocodiles blocks the Phantom’s path. He gets to go back to 66 and take a new bet when it’s your turn to hit next time.
75 The Phantom came across the crocodile river at such a speed that he ends up at 80.
81 The Phantom approaches the target and he gains new powers and can jump up to 86.
85 The ninth and final obstacle. The Phantom stands at a loss before the final obstacle,
which is a formal wall of fire. Can you help the Phantom? But you must then roll a six, in which case the Phantom comes to 87. You get an extra roll and this also becomes a six takes you straight to the finish line. Otherwise, you can stay on 87 and wait for your next lucky.
