
IMPORTANT: READ THE OTHER BOOKLET FIRST!
OFFICIAL RULES
This booklet is not designed to teach beginners how to play. For that, refer to the other booklet containing the Demonstration Game.
Adventure After a player enters a “RED DOT” city (KEY or Continental City ONLY), and after he pays expenses, he MAY have an Adventure. The Adventure for the appropriate city (from the top Adventure Card) is read aloud by another player and its instructions must be followed.
If a player chooses NOT to take an Adventure, but rather stays in the city and works (ending his turn) for $200, he may still take an adventure at the start of his next turn, but ONLY if he hasn’t been bumped out of that city between turns and ONLY if he pays expenses again
The player’s turn continues after the Adventure (or if he chooses NOT to take an Adventure), unless the Adventure ends it.
Losses (of Airline Tickets, Traveler’s Cheques, Special Memories and KEYs) incurred as a DIRECT result of an Adventure are paid to the Jackpot. All other payments go to the Travel Agent.
Adventure Types Following are the different types of Adventures a player may encounter:
1. TRAVELER’S CHEQUES - Some Adventures may result in the gain or loss of Traveler's Cheques.
2. AIRLINE TICKET’S — If a player is instructed to “Use Airline Tickets”, the player to that player’s right blindly picks the stated number of tickets out of that player’s hand and places them destination-face down into the Jackpot.
Some Adventures may also result in a player gaining tickets. If a player is directed to “Exchange Airline Tickets" he gives all of his Airline Tickets to the Travel Agent (NOT to the Jackpot, as this is not a loss) and receives an equal number off the top of the pack from the Travel Agent.
If a player has no Airline Tickets to exchange, no tickets are exchanged and play continues.
3. LOSS OF KEY - PLAYER’S choice of which KEY. The ONLY way to acquire a KEY lost to the Jackpot is by winning the Jackpot.
4. GAIN OR LOSS OF SPECIAL MEMORY - “Special Memory” means that the player RECEIVES a Special Memory.
Some Adventures may also cause a loss of a Special Memory.
5. LOSS OF TURN — The phrase “...for the day” signifies that the turn is over. The phrase “...for the weekend" means that not only is that turn ended, but the player’s NEXT TURN is lost as well (including the $300 spending money).
It is up to the other players to remember this — if the player completes a turn he should not have had, and then the NEXT player starts his turn, that turn stands.
When a player’s turn ends by such an Adventure, he immediately receives the City KEY (or right to challenge for the KEY) if in a KEY City, or a Memory Marker if in a Continental City He does NOT have to wait for his next turn
If a phrase such as “...for the day” or “...for the weekend” is not included in the Adventure, the turn continues.
6. TRAVEL TO OTHER LOCATIONS - These Adventures give specific traveling instructions (“Drive to...“, “Bus to...”, “Fly to...“, “Go to...“, “Sail to...“, etc.). The player moves his playlng piece to that location and continues to play according to that location’s rules.
When an Adventure sends a player to another location, the expenses for that new location are put into the Jackpot, because those expenses were incurred as a DIRECT result of that Adventure. For example, if an adventure sends a player to a Wasteland, the expenses of $100 go into the Jackpot, but the Airline Tickets that are lost as a RESULT of the Wasteland are turned in to the Travel Agent.
“Switch places” means that the player must exchange positions with a player of HIS choice. The former player continues play according to the rules of the new location. The latter starts his next turn according to the expenses and result of the new location.
If this occurs at the start of the game, before there are any other players on the map to switch with, the player stays where he is, gets full credit for completing the Adventure, and continues his turn.
“Go back!” directs the player to immediately return to the location he just came from. He continues his turn from there, according to the rules for that location.
“Go home!” directs the player to immediately return Home. He continues his turn from there.
If a player is sent back or sent home on his first turn of the game, the player stays where he is, gets full credit for completing the Adventure, and continues his turn.
7. TRAVEL BONUS! — Player automatically receives the KEY (or the right to challenge for the KEY) if in a KEY City, or a Memory Marker if in a Continental City. He MAY then elect to move his piece directly to any city in the continent he is in. He continues to play according to the rules of the new location. A TRAVEL BONUS cannot be saved, i.e., “Use it or lose it”.
If the player receiving a TRAVEL BONUS decides to challenge for a KEY and loses that challenge, he also loses the TRAVEL BONUS, and must move on instead.
***TRAVEL BONUS! - Same rules as for TRAVEL BONUS, except that player MAY go to any location on the map.
Airline Tickets In order to fly, players need Airline Tickets.
They may be bought at the FULL FARE of $200 per ticket DURING the player’s turn, OR at the DISCOUNT FARE of $300 for 2 tickets IMMEDIATELY AFTER the turn. The money is paid to the Travel Agent, who gives the player the tickets off the top of the pack.
Airline Tickets may only be bought once during each player’s turn (at FULL FARE) and once immediately after each player’s turn (at DISCOUNT FARE).
Airline Tickets may be returned (to the Travel Agent) at any time for the REFUND RATE of $100 per ticket.
Air Travel Players fly by using the Airline Tickets. A player may fly directly to any destination featured on Airline Tickets in his possession, handing the appropriate ticket in to the Travel Agent, who replaces it to the bottom of the pack. His play continues according to the usual rules for that new location.
Airline Tickets may ONLY be used when the player is in a KEY or Continental City (a “RED DOT” city) - players may NOT fly out of any other location.
NO die is rolled for air travel.
Bump A player can bump another by landing on the same space the latter occupies. This forces the latter player to move on.
Challenge Any player can still enter the KEY City of a KEYholder, paying expenses and taking an Adventure.
He MAY challenge the KEYholder for the KEY, IF HE STILL REMAINS IN THE CITY on completion of the Adventure. He pays the KEYholder a $100 Challenge Fee to initiate the challenge.
If the Adventure results in the player leaving the city (including deportation), he may NOT challenge. He MAY try again by revisiting the city (repeating expenses and an Adventure).
The 2 players roll the 2 regular dice for the challenge. The KEYholder rolls last on each round of rolls. Whoever rolls 7, 11 or doubles WITHOUT the other doing the same in the same round, gets the KEY. The players keep rolling until there is a winner. If the challenger loses, his turn is over and he must move on. The OPTION to challenge must be used BEFORE LEAVING that city or it is lost. It can only be regained by revisiting that city (repeating expenses and an Adventure). There is no limit to the number of challenges per city or per player.
Chart The Continental City Memories Chart lists all the Continental Cities by colour-coded continent. The Immigration Officer places Memory Markers here as they are earned by the players. KEY Cities are not included here.
City KEY After entering a KEY City and paying its expenses, a player MAY elect to take an Adventure.
That player will receive the KEY to that city IF HE STILL REMAINS IN THE CITY on completion of the Adventure.
If the Adventure results in the player leaving the city (including deportation), he does NOT get the KEY. He MAY try for the KEY again by revisiting the city (repeating expenses and an Adventure).
There is only 1 KEY per KEY City.
Continental City Player pays expenses of $100. He MAY then choose to have an Adventure. The Adventure for that city is read aloud from the top card of the appropriate pack of Adventure Cards. The card is returned face down to the bottom of the pack The player receives a Memory Marker. IF HE STILL REMAINS IN THE CITY on completion of the Adventure.
Player continues his turn unless the Adventure ends it.
Continent KEY Once a player has a Memory Marker for any 2 Continental Cities of a given continent, the player receives the KEY to that continent.
It CANNOT be challenged like the City KEYs. It is NOT necessary to have a City KEY in order to earn a Continent KEY.
Should another player obtain one Memory Marker more (for a given continent) than the current KEYholder possesses, the KEY to that continent passes to that other player.
Should another player only acquire the SAME NUMBER of Memory Markers as the Continental KEYholder, the KEYholder retains his KEY.
There is only 1 KEY per Continent.
Cruise Island Player pays NO rxpenses. His turn is over.
Deportation A player is frequently faced with obligations to pay or lose Traveler’s Cheques or Airline Tickets. He MUST refund Airline Tickets for the $100 REFUND RATE or buy them at the $200 FULL FARE, if necessary, to meet such obligations.
If a player is unable to meet such obligations, he MUST pay the MOST he is able to, his turn is ended, and he is deported to his Home.
For example, if a player has $100 and 1 Airline Ticket and loses $300, he MUST sell the ticket for $100 (REFUND RATE) and then pay the total of $200. His turn would be over (as he was not able to meet the full obligation) and he would be deported Or, if a player has $200 and 1 Airline Ticket and loses 2 Airline Tickets, he MUST buy a ticket for the FULL FARE of $200 and then pay the total of 2 Airline Tickets. His turn would continue as he met his obligation.
If a player is to lose a KEY or Special Memory and doesn’t have one, he loses ALL of his Traveler’s Cheques and Airline Tickets (forfeited to the Travel Agent, NOT the Jackpot). His turn is over. He is also deported Home.
A player who has been deported as a result of an Adventure does NOT get the KEY (or right to Challenge for the KEY) if he had been in a KEY City, or the Memory Marker if he had been in a Continental City, because he would not STILL BE IN THE CITY after the Adventure.
A player who is deported Home is NOT eligible for any results of entering that (Home) location. He may only regain such eligibility (if he so desires) by going back to the place of deportation and completing its requirements.
For example, a player deported to a Tropical Island Home does not receive a Special Memory (for landing in a Tropical Island) A player deported to a KEY (or Continental City) Home may not take an Adventure, and therefore cannot get or challenge for the KEY (nor get a Memory Marker), for that city. A player deported to a Gambling City does not get the right to gamble.
End of Game ONCE ALL THE KEYS ARE OUT, the player who returns Home with the MOST KEYS wins. If there is a tie for most KEYs, it must be broken before someone is eligible to win.
If the player with the most KEYs, while trying to go Home, loses a KEY (for example, try challenge or Adventure) and no longer has the most KEYs, then another player will now have the most KEYs (and therefore be eligible to Win), or there will be a tie for most KEYs. In either case, he would be in the position of trying to acquire another KEY to regain his lead A player cannot win by being deported Home with the most KEYs He must return to the place of deportation, complete its requirements, and then return Home by the usual travel modes in order to win
Expenses The initial costs on entering a location (as listed in the legends) are paid to the Travel Agent. They must be paid regardless of how or why the player arrived at the location.
Gambling City Player pays expenses of $100 and MAY roll for the Jackpot. His turn continues if he does not try for the Jackpot.
Forgetting A player must ask for whatever is rightfully his before HIS turn is completed, or else it is lost. Also, the other players must ensure that a player pays whatever he owes before the end of the NEXT player’s turn, or the obligation is gone. It is NOT the duty of the Travel Agent or the Immigration Officer to remind players to collect what is theirs or pay what they owe.
Home NO expenses are ever paid when a player arrives Home, but the result of entering that location are the same as usual.
Immigration Officer He is responsible for placing Memory Markers on the Continental City Memories Chart. He keeps the unused markers in a separate container nearby.
Jackpot The Jackpot is composed of the initial Jackpot ($200 and 2 Airline Tickets) and all the losses from the Adventures. After a player lands on a Gambling City and pays expenses, he may roll the 2 regular dice for the Jackpot. He has 2 rolls in which to succeed. If he rolls 7, 11 or doubles on either roll, he wins the Jackpot. His turn continues.
If a player wins a Continent KEY by winning a Jackpot. he automatically receives the associated Memory Markers (in his own colour) of the player who lost the KEY originally. If another player had, in the meantime, acquired more Memory Markers for a continent than the winner of the Continent KEY, that former player would immediately receive that KEY. If a player wins a special Memory in the Jackpot, the player gets the Marker in his own colour.
If the player is unsuccessful, his turn is over and he must move on.
After each Jackpot is won, the Travel Agent places $200 and 2 Airline Tickets (destination-face down) into the new Jackpot.
KEY City Player pays expenses of $200. He MAY then choose to have an Adventure. The Adventure for that city is read aloud from the top card of the appropriate pack of Adventure Cards. The card is returned face down to the bottom of the pack. The player receives the City KEY IF HE STILL REMAINS IN THE CITY on completion of the Adventure.
Player continues his turn unless the Adventure ends it.
Locations The nine different types of locations are KEY Cities, Continental Cities, National Cities, Regional Cities, Gambling Cities, Tropical Islands, Wastelands, Trouble Spots, and Cruise Islands.
A summary of expenses and results for landing on each location appear in the legends printed on two sides of the map.
Memory Markers After entering a Continental City and paying its expenses, a player MAY elect to take an Adventure.
That player will receive a Memory Marker (in his colour) IF HE STILL REMAINS IN THE CITY on completion of the Advenwre.
If the Adventure results in the player leaving the city (including deportation), he does NOT get the Memory — he MAY try again by revisiting the city (repeating expenses and an Adventure).
Memories are given ONLY for Continental Cities. They are NOT given for KEY Cities, which have KEYs instead.
The Immigration Officer puts the Memory Marker beside the name of that city on the Continental City Memories Chart.
Two or more players may have a Memory for the same Continental City. An individual player may NOT have more than one Memory for any given Continental City.
Move on When a player has lost a challenge or Jackpot attempt, or when he is the victim of a bump, he must move on. The Travel Agent turns over the top Airline Ticket for all to see. The player involved must move to the location (of the two featured on that ticket) chosen by the KEYholder (if challenge lost), the player to the right (if Jackpot missed), or the bumping player (if bumped). That ticket is then replaced face-down to the bottom of the pack.
That player will start his next turn from the new location according to the usual expenses and results for that location.
National City Player pays expenses of $100. Turn continues.
Overland Travel Overland travel is indicated by the thin, straight, black routes over land masses. Each location along these routes counts as one space. Players advance along these routes by rolling the 12-sided die which features the following:
1.
— The player moves his token in ANY direction and ANY number of spaces, up to the amount rolled on the die. He does NOT have to move the full amount shown, but he MUST finish at least one space from his starting point. The player continues play according to the rules of the location landed on.
2.
Player receives one Airline Ticket (kept secret from the others, for use at his option). He does not move. Turn continues.
After collecting the Airline Ticket, he may again choose any other travel mode available to him OR he may work.
3.
Player does NOT move, but suffers the same results as landing on a Trouble Spot.
The 12-sided die is used ONLY for overland gravel.
Once the die has been rolled, the player must complete that roll (and all obligations as a result of that roll) before choosing another travel mode or before deciding to work. Players may only use overland travel to and from locations connected by overland routes.
Any rolls of the 12-sided die in a location where overland travel is impossible (for example, Dublin) are NULL AND VOID. The player must pick an alternate travel mode or work.
Preparation The Adventure Cards and Airline Tickets are shuffled and placed face down, along with the Traveler’s Cheques, on the allotted spaces on the World Map game board. The KEYs are put on the appropriate spaces on the map. Two Traveler’s Cheques ($200) and 2 Airline Tickets (destination-face down) go into the Jackpot. The 2 regular dice are kept in the Jackpot until needed. Each player chooses one playing piece.
The players select a Travel Agent and an Immigration Officer.
Regional City Player pays NO expenses. His turn is over.
Special Memory Special Memories are gained by visiting a Tropical Island. A Special Memory is a Memory Marker, kept in a players possession, that may be placed beside the name of ANY city on the Continental City Memories Chart. The player may ONLY place it during his turn, but is not obliged to do so immediately. Once placed, it counts as a regular Memory Marker for the city chosen, and it CANNOT be relocated on the chart. A player CANNOT place more than one Special Memory per continent.
Spending Money After the first round of turns, each player receives $300 before starting EACH turn.
Players do NOT receive $300 spending money for the first turn of the game. They are already starting with $500 and 1 Airline Ticket.
Start of Game The Travel Agent gives each player 1 Airline Ticket (dealt destination-face down from the top of the pack) and $500. Each player keeps the destinations featured on his Airline Ticket secret until used.
Each player rolls the 2 regular dice. The player with the highest total plays first. He chooses one of the 2 locations featured on his Airline Ticket as Home and puts his playing piece there. He places that ticket face up under the edge of the board near him, such that ONLY his Home location is displayed for all the others to see. That Airline Ticket CANNOT be used again during the game. He then continues his turn.
The others choose their Home ONLY when it is their turn.
Travel Players may travel by using one of 3 travel modes — overland, air, or water.
Travel Agent All dealings which involve Traveler’s Cheques and Airline Tickets are handled by the Travel Agent.
NO DEALS of any kind can be made between players.
The Travel Agent keeps the Traveler’s Cheques and Airline Tickets on the allotted spaces on the board. He must, of course, keep his personal assets separate.
Trip A trip is composed of a single voyage by one of three travel modes (overland, air, or water), together with any obligations that the voyage may entail. Obligations incurred during a trip MUST be completed before starting another trip or deciding to work.
Each player starts his next trip from the last point previously occupied.
Tropical Island Player pays expenses of $100 and receives a Special Memory. His turn continues.
Trouble Spot Player pays expenses of $100. His turn is over.
Turn During each turn, the player must either travel OR he must work. The player may take as many trips as he likes during his turn, until circumstances of the game end the turn OR until he decides to work. The turn then passes to the player on the left.
Circumstances that end a turn include landing on a Regional City, Cruise Island, Wasteland, or Trouble Spot, deportation, a "...for the day" or "for the weekend" Aventure, and losing Jackpot or challenge attempts.
Wasteland Player pays expenses of $100 and loses ALL of his Airline Tickets, which the Travel Agent replaces to the bottom of the pack. His turn is over.
Water Travel Water travel is indicated by thick, curved, black routes over bodies of water. From the point of origin of a water route, the player simply moves his playing piece onto the Cruise Island, which ends the turn. On the next turn, he moves to the destination of that route, and continues to play according to the rules for that new location.
NO DIE is rolled for water travel.
Players may ONLY take water travel to and from locations connected by water routes
A player CANNOT elect to reverse direction when he is on a Cruise Island.
Work A player may choose to end his turn and earn $200. This is called “working". If a player’s turn has ALREADY been ended by other circumstances of the game, he could NOT subsequently decide to end his turn and work. The player must have completed any outstanding obligations, without his turn having been ended, before being allowed to work.
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