Honor System

GLOBETROTTERS (1)

GLOBETROTTERS (2)

IMPORTANT: This booklet will teach you how to play GLOBETROTTERS, so read it first! Read the entire contents clearly out loud to the other players.

DEMONSTRATION GAME

GLOBETROTTERS is an exciting adventure in international travel. Along with the other players, you will explore the world by land, air, or sea in your quest for the KEYs to the 10 major cities and 6 continents of the world. Your challenge will be to get more KEYs than any other globetrotter and return home with them, once all the KEYs are out.

The Demonstration Game has been designed to teach you how to play GLOBETROTTERS. Step by step, you will follow three imaginary players as they play the game.

Take the time to follow this Demo Game carefully. It will take less than 1 hour to complete and it’s quite enjoyable. Once you are familiar with the features of this game, it is easy to play.

One person should read the Demo Game clearly out loud to the others. It is important to play the entire Demonstration Game exactly as described. If you change anything, the sequences that follow will not work. Let’s start!

PREPARATION

Identify the following game equipment: Demonstration Game, Official Rules • World Map game board • $100 Traveler’s Cheques •Airline Tickets • 2 sets of Adventure Cards (Americas and Africa; Eurasia and Oceania) • 6 playing pieces • 16 KEYs • numerous Memory Markers • 12-sided die • 2 regular dice.

Shuffle the Airline Tickets and 2 sets of Adventure Cards and place these face down on their allotted spaces on the World Map game board. Put the pack of Travelefs Cheques on the designated area near the Airline Tickets. Place the KEYs on the allotted spots on the map, near their corresponding cities or continents.

Put two Traveler’s Cheques ($200) and 2 Airline Tickets (destination-face down) into the Jackpot, along with the 2 regular dice (which are always kept in the Jackpot).

Wanda White chooses the white playing piece and sits by the edge of the board near Antarctica. Graham Green and Betty Black select the green and black playing pieces, respectively. Graham sits near the edge of the board near Europe; Betty, near Fiji.

It is important that our 3 players know the game board. Each player checks one of the 2 legends on the board, identifying the following routes and locations: Overland Routes; Water Routes and Cruise Islands; KEY cities; Continental Cities; National Cities; Regional Cities; Trouble Spots; Tropical Islands, Wastelands, and Gambling Cities. They also take note of the Continental City Memories Chart.

The players now select Betty to be Travel Agent because she is seated near the Traveler’s Cheques and Airline Tickets. The Travel Agent handles all dealings which involve money and tickets. No deals of any kind may be made between players.

They also select Wanda as the Immigration Officer because she is seated near the Continental City Memories Chart. The Immigration Officer places Memory Markers on the Chart.

START OF GAME

The Travel Agent now gives each player $500 and 1 Airline Ticket (dealt destination-face down from the top of the pack). Each player keeps the destinations secret from the other players until that ticket is used.

The players roll the 2 regular dice to see who goes first. Wanda starts because she rolls 11, which turns out to be the highest roll. The 2 regular dice are returned to the Jackpot.

Wanda begins by picking one of the 2 locations on her Airline Ticket (which happens to feature Seattle/Amsterdam) as her Home. She chooses Seattle and puts her playing piece there.(NOTE: Pretend that the destinations you see on the Airline Tickets as you play along are those mentioned in the Demo Game.)

She places that Airline Ticket under the edge of the board in front of her such that her Home, Seattle, is displayed for all the others to see. That ticket CANNOT be used again during the game.

Seattle is a National City, so Wanda checks the legend under “National City”. Normally, she would pay $100 expenses. However, as Seattle is her Home, no expenses are due. She also notes that her turn continues in a National City.

Wanda now has a choice: she can travel OR she can end her turn and earn $200 (called work). She decides to travel.

A player travels either by overland, air or water routes.

However, Wanda cannot travel by air because she is not in a “RED DOT” city (a KEY or Continental City), the only cities from which players may use their Airline Tickets to fly. Nor can she use water travel, as there are NO WATER ROUTES leaving Seattle.

Wanda will have to travel overland. She rolls the 12-sided die, which is used ONLY for overland travel, and gets a 7.

She can move her playing piece in ANY direction along the overland routes ONLY — she may NOT continue onto the water routes. Each location on the overland routes counts as one space. She may move ANY number of spaces, up to the amount rolled on the die. She does NOT have to move the full amount, but MUST finish at least one space from her starting point.

Therefore, she may go as far as Winnipeg in one direction, San Diego or Las Vegas in the other direction, or stop at any point in between. She may NOT stay in Seattle. She may NOT move onto any location on the outer route out of Vancouver.

Wanda decides to move to Los Angeles, a KEY City. She checks the legend and sees that $200 expenses are owed for a KEY City. She pays the Travel Agent, who returns the money to the pack of Traveler’s Cheques.

Wanda also notes that the result of landing on a KEY City is “ADVENTURE’~ which means that she MAY take an Adventure. If she STILL REMAINS IN THE CITY upon completion of the Adventure, she will receive the City KEY to Los Angeles.

Since she wants the KEY, Wanda decides to have an Adventure. Another player takes the top card from the AMERICAS AND AFRICA pack of ADVENTURE CARDS and reads the following Los Angeles Adventure aloud: “BEVERLY WILSHIRE HOTEL luxury weekend special. Receive $100 refund.” The Travel Agent pays her and returns that card face down to the bottom of its pack. (NOTE: Pretend that the Adventures you encounter as you play along are those mentioned in the Demo Game.)

Wanda is STILL IN THE CITY upon completing the Adventure. This earns her the City KEY to Los Angeles. She takes it off the map and keeps it nearby. If Wanda had taken an Adventure that resulted in leaving the city (e.g., “Drive the San Diego Freeway to SAN DIEGO and take in the Zoo at Balboa Park.”), she would NOT have LOS ANGELES received the KEY.

Wanda has now completed a trip. She may still play because nothing has ended her turn. For example, an Adventure ending in the phrase “..for the day” would have ended her turn — e.g., “Ride the waves with the stars at spectacular MALIBU BEACH for the day.”

WANDA KEEPS ON GLOBETROTTING

After each trip, if the turn has not been ended involuntarily, a player must decide whether to travel OR voluntarily end the turn and earn $200 (called work). Wanda decides to travel overland again because there is NO WATER ROUTE from L.A. and she doesn’t have any Airline Tickets.

She could, however, buy Airline Tickets DURING her turn for the FULL FARE of $200 per ticket. Or she could buy immediately AFTER her turn at the DISCOUNT FARE of $300 for 2 tickets. She decides to wait for the cheaper fare after her turn.

Wanda rolls the 12-sided die (used ONLY for overland travel) and gets a . As a result, the Travel Agent gives her 1 free Airline Ticket (Adelaide/Vancouver). She keeps the destinations on the ticket secret from the others. It is STILL her turn.

If Wanda had rolled an (the other symbol on the die), she would have had the same result as if she had landed on a Trouble Spot ($100 expenses and loss of turn), but without having moved.

The bonus Airline Ticket makes Wanda think about air travel. Because she is in a “RED DOT” City (a KEY or Continental City — the ONLY cities out of which players may fly), she may fly to any location featured on any Airline Ticket in her possession.

She chooses to fly to Vancouver, a Continental City. She hands that Airline Ticket to the Travel Agent and moves her playing piece directly to Vancouver. The overland die is NOT used. The Travel Agent replaces that ticket to the bottom of the pack.

Wanda checks the legend and pays $100 expenses to the Travel Agent for landing on a Continental City. The legend also indicates that she MAY take Adventure.

Wanda decides to go for it! Another player reads out the Vancouver Adventure: “Pow-wow at the Indian Galleries in CENTENNIAL MUSEUM. Give $100.” In this case, Wanda pays her $100 to the Jackpot because all losses from Adventures (and ONLY from Adventures) go into the Jackpot.

Wanda STILL REMAINS IN THE CITY upon completion of the Adventure. Therefore, she earns a Memory Marker for Vancouver, a Continental City. If Wanda’s Adventure had resulted in her leaving the city, she would NOT have received the Memory.

The Immigration Officer places a white Memory Marker (Wanda’s colour) on the Continental City Memories Chart, on one of the squares next to Vancouver. Two Memory Markers in any continent will earn the player the corresponding Continent KEY.

Note that Memory Markers are given ONLY for Continental Cities, and NOT for KEY Cities (which have KEYs instead).

WANDA BETTER STOP SOON...

Wanda has now completed another trip and it is still her turn. She must again decide whether to travel or end her turn and work for $200. She decides to keep on travelling!

Wanda could take a WATER ROUTE towards Hawaii. But she decides to go for San Francisco by rolling the overland (12-sided) die. The Memory for this Continental City would give her a total of 2 Memories for North America, earning her the Continent KEY.

She gets a 4 on the roll. If she were to move 3 or 4 spaces, she would land on a Trouble Spot. Checking the legend, Wanda sees that she would have to pay expenses of $100 and her turn would end. If she were to move only 2 spaces, she would land on a Regional City - no expenses, but the turn would still be over.

Wanda therefore decides to move only 1 space to Seattle, a National City which normally costs $100 expenses. However, this city is Wanda’s Home and NO expenses are paid when at Home. The turn continues in a National City.

Wanda has finished another trip and it is STILL her turn. She decides to travel, rather than end her turn and work for $200.

She rolls a 5 and moves into San Francisco. She pays expenses of $100 and decides to go for an Adventure: “Purchase jade on bustling Grant Avenue in CHINATOWN for $200.” Wanda has made a terrible mistake! She has traveled beyond her means!

Wanda must pay $200, but she has only $100. If she had an Airline Ticket, she would have to return it for $100 (REFUND RATE). Instead, she pays her last $100 to the Jackpot (all losses due to an Adventure go into the Jackpot). Since she can’t fully pay her debt, she is deported Home to Seattle, which ends the turn.

Wanda does NOT receive the Memory for San Francisco because the Adventure resulted in her leaving the city. She may NOT choose to end her turn (work) for $200, because her turn has ALREADY ended involuntarily (deportation).

GRAHAM PLAYS IT SAFE

The turn passes to the player on Wanda’s left, Graham Green. From the Airline Ticket given him originally (Manila/Munich), Graham picks Manila as Home. He places that ticket under the edge of the board in front of him in order to display Manila.

Graham does not pay any expenses for being in Manila, a Continental City, because it is his Home. Wanting a Memory for Manila, he chooses to have an Adventure: “Take an aerial tour at sunset of magnificent MANILA BAY. Use 2 Airline Tickets.”

Since he has none, he MUST buy the 2 tickets at FULL FARE (during the turn), paying the Travel Agent $400 for 2 Airline Tickets. These 2 tickets are placed face down in the Jackpot.

Since Graham is STILL IN THE CITY upon completing the Adventure, the Immigration Officer puts a green Memory Marker on the Continental City Memories Chart beside Manila. Graham’s turn continues. If he can get a Memory Marker for either Singapore or Melbourne, he will get the Continent KEY for Oceania.

(NOTE: The Chart is useful for identifying the Continental Cities of any given continent and for following their Memory status.)

Graham must again choose whether to travel or work. He has only $100 left and so decides to work, ending his turn for $200 from the Travel Agent. He won’t repeat Wanda’s mistake!

Planning for his NEXT turn, Graham buys 2 Airline Tickets for the $300 DISCOUNT FARE (immediately after the turn). He pays the Travel Agent, who gives him 2 tickets from the top of the pack. He keeps their destinations secret.

Betty Black now starts by picking Winnipeg (from her starting ticket of Winnipeg/Khartoum) as her Home. She places that Airline Ticket under the edge of the board to display Winnipeg.

She pays no expenses because she’s at Home and her turn continues since she is in a National City.

She now must decide whether to travel OR end her turn (work) for $200. Deciding to travel overland, she rolls a 9 with the 12-sided die. She moves to Seattle, which is occupied by Wanda. Wanda is therefore bumped and must now move on.

The Travel Agent turns over the top Airline Ticket of the pack (which happens to be Tripoli/Lima), for all to see. Betty, the “bumper" chooses to send Wanda, the “bumpee" to Lima. The upturned ticket is returned to the bottom of the pack. Wanda will start her next turn from Lima, subject to its expenses and result.

Betty now pays $100 expenses (to the Travel Agent) for Seattle, a National City. Her turn continues in a National City.

BETTY TRIES FOR THE JACKPOT

Betty must again decide whether to travel OR end her turn by working for $200. Deciding to travel overland, she rolls a 10 on the 12-sided die. Betty moves to Las Vegas, aGambling City.

She pays expenses of $100. Being in a Gambling City, she MAY roll the 2 regular dice for the Jackpot. She has 2 rolls of the dice in which to succeed. If she rolls 7, 11, or doubles on EITHER roll, she wins the Jackpot. On her first try she rolls a 9. On her second attempt she rolls a lucky 7 and wins the Jackpot!

The Travel Agent starts a new Jackpot by putting in $200 and 2 tickets., The 2 regular dice are put back into the Jackpot.

If Betty had missed her try for the Jackpot, her turn would have ended and she would have had to move on, in the same way Wanda had moved on when bumped. The only difference is that the player to Betty’s right, Graham, would choose the destination from the Airline Ticket turned up by the Travel Agent.

Betty decides to keep on traveling. She rolls a 10 on the overland die. She moves to Miami, a Continental City, pays $100 expenses, and decides to take an Adventure: “Pan for gold in Yellowknife. Go to the NORTHWEST TERRITORIES.”

Betty moves there and checks the legend. She pays expenses of $100 for landing on a Wasteland. The legend also shows that her turn ends AND she loses ALL her Airline Tickets. These are paid to the Travel Agent, who places them face down at the bottom of the pack. She can’t work (turn ended) and doesn’t get the Memory (not in city).

The turn comes back to Wanda. She asks for $300 spending money, which each player is entitled to AFTER the first round of turns, but ONLY as each player’s turn comes around. If Wanda should forget to ask for her money by the end of her turn, it may NOT later be claimed. The Travel Agent pays her.

Wanda now must pay $100 expenses for Lima, the National City to which she was bumped, and her turn continues.

Deciding to travel rather than work, Wanda chooses to use water travel to go to Tahiti, a Tropical Island. Without rolling any dice, she merely puts her playing piece on the Cruise Island along the water route between Lima and Tahiti. From the legend, she sees that she has no expenses, but her turn ends.

She may not, therefore, work for $200. Wanda will move directly to Tahiti on her next turn, paying $100 expenses and getting a white Special Memory Marker for being in a Tropical Island. Her turn will continue.

A Special Memory is a Memory Marker kept in a player’s possession until placed beside any Continental City on the Chart. It is, in effect, a “wild card” Memory. Once on the Chart it cannot be moved, and counts as a regular Memory Marker.

END-GAME: THE RACE FOR KEYS AND HOME

As play proceeds, the following situation emerges:

(NOTE: Set up this end-game scenario exactly as described.)

Wanda is in Nairobi and has 3 KEYs - Los Angeles, Rio de Janeiro, and South America. She has Memory Markers for Caracas, Buenos Aires, Vancouver, Peking, and Johannesburg. She has 1 Special Memory Marker, as well as $300 and 2 Airline Tickets.

Graham is in London and has 7 KEYs - London, Paris, New York, Cairo, Oceania, Europe, and Asia. He has Memory Markers for Manila, Singapore, Amsterdam, Madrid, Bombay, and Bangkok. He also has $200 and 1 Airline Ticket.

Betty is in Sydney and has 4 KEYs — Hong Kong, Sydney, Tokyo, and North America. She has Memory Markers for Vancouver, San Francisco, Moscow, and Melbourne. She has 1 Special Memory Marker, $600 and 4 Airline Tickets.

The players know that ONCE ALL THE KEYS ARE OUT, whoever returns Home with the most KEYs wins. They see that Graham has a large lead. If they were to go after the 2 KEYs left on the board, this would only accelerate Graham’s win instead, they decide to go after Graham’s KEYs, forcing him to go for what’s left.

BETTY TAKES A CONTINENT KEY

It is Betty’s turn. She hands her Singapore/Florence Airline Ticket to the Travel Agent and flies to Singapore. She pays $100 in expenses and decides to take an Adventure: “View the priceless Haw Par Jade at NATIONAL MUSEUM. ***TRAVEL BONUS!”

Betty checks the meaning of ***TRAVEL BONUS” under the heading Adventure Types in the Official Rules. She finds that she not only gets a Memory Marker for Singapore, but she may also, as a bonus, go directly to any location on the map!

(NOTE: Now is a good time to review the Adventure Types.)

This gives her 2 Memories for Oceania. She places her Special Memory Marker beside Manila on the Chart, giving her 3 Memories for that continent, one more than Graham (the current KEYholder). Graham’s KEY for Oceania therefore passes to Betty.

BETTY TAKES A CITY KEY

Betty now uses her ***TRAVEL BONUS and moves to Cairo, for which Graham holds the KEY. She pays expenses of $200 and takes an Adventure: “Robbed while nightclubbing along popular PYRAMID ROAD. Lose 1 KEY.”

She decides to put her Tokyo KEY into the Jackpot. If she did not have a KEY, or if the Adventure demanded that she lose a Special Memory and she did not have one, she would forfeit all her money and tickets to the Travel Agent and be deported Home.

Graham owns the KEY to Cairo. However, since Betty STILL REMAINS IN THAT CITY on completion of her Adventure, she may challenge for the City KEY after paying Graham a $100 Challenge Fee. The 2 players then roll for the KEY. Betty, as the challenger, rolls the 2 regular dice first on each round of rolls. Whoever rolls 7, 11, or doubles WITHOUT the other doing the same in the same round, gets the KEY. They keep rolling until there is a winner.

Betty misses on her first roll. Graham could now keep his KEY with a 7, 11, or doubles. But he misses too. Betty now rolls an 11. Graham must roll a 7, 11, or doubles to save his KEY, but chokes again, losing the Cairo KEY to Betty.

If Betty had lost the challenge, her turn would have ended and she would have had to move on, as when Wanda was bumped. The only difference is that the KEYholder (in this case, Graham) would choose the destination from the upturned ticket.

As the fortunes of the game change, the players will have to decide when to pursue each others’ City or Continent KEYs, and when to go after KEYs left on the board, or even in the Jackpot!

They learn to plan itineraries well in advance. They avoid deportation by KEEPING RESERVES of money, tickets, Special Memory Markers, and KEYs.

Who finally won? Play the rest of the game and find out! Or, if you prefer, start your own game. Bon voyage!

10-POINT GLOBETROTTERS SUMMARY

1. Start the game with $500 and 1 Airline Ticket — choose Home.
2. Start each turn by collecting $300 spending money. Failure to collect before the end of the turn results in loss of that money.
3. Decide whether to: work and collect $200, ending the turn OR travel: overland (roll the 12-sided die) by air (use Airline Tickets, from RED DOT cities only) by water (go directly by water route via Cruise Island).
4. After traveling check the legend for the expenses and result of the type of location landed on. Fulfill these obligations in order to complete the trip, or be deported.
5. Decide whether to take an Adventure if in a KEY City. Collect KEY (or challenge for it) if still in the KEY city after Adventure.
6. Decide whether to take an Adventure if in a Continental City. Place Memory Marker on Chart if still in the city after Adventure.
7. After completing a trip, if circumstances of that trip have not ended the turn, decide again whether to work or travel (STEP 3).
8. After a turn has ended, it passes to the next player on the left, who starts by asking for $300 spending money (STEP 2).
9. Airline Tickets may be bought at the FULL FARE (during turn) of $200 per ticket OR at the DISCOUNT FARE (after turn) of $300 for 2 tickets. REFUND RATE is $100 per ticket.
10.Once all the KEYS are out, whoever returns Home with the most KEYS wins. p/n 88800008