Honor System

James Bond 007 Card Game

For 2 to 4 players

James Bond, the internationally famous 007 Agent, is equally skilled with a deck of cards as he is with a gun. He endorses this unique card game as it is easy to play and allows the contestant to take a chance and bluff his opponents.

The Object of the Game is to win points by MAKING or BLUFFING a Winning Combination of 3 cards.

To Start the Game

1. Each player gets chips equal to 36 points, distributed as follows: 2 BLUE chips, worth 10 points each; 2 RED chips, worth 5 points each; and 6 WHITE chips, worth 1 point each. Any extra chips are put aside to be used as a bank for making change.

2. Uncover the tray and place it in the center of the table for a POT. Each player places 4 WHITE chips into the POT before starting the game.

3. One player, the DEALER, shuffles the cards and deals three to each player, one at a time. They are placed in a row left to right in front of each player; the first card, number side UP; the second, number side DOWN; the third, number side UP. The remaining cards are placed in the center, number side DOWN for a draw pile.

4. Players may look at their DOWN card, replacing it DOWN on the table.

5. WINNING COMBINATIONS can be made in two ways, either "3 of a kind" (3 cards of the same number), - OR a RUN (3 numbers in order). The "007" card is WILD; that is, it can represent ANY NUMBER, from 1 to 7, that the player wishes.

Some examples of Winning Combinations would be: 5-5-5, 5-"007"-5, 2-3-4, or 2-3-"007".

Rules for Play

1. Turns start at the dealer's left, going clockwise.

2. In his turn, a player may do the following:

NOTE: A player does NOT have to hold a Winning Combination to announce one, as he is allowed to BLUFF.

4. If a player announces a Winning Combination, his opponents have the opportunity to ACCEPT it or CALL HIS BLUFF, before the down card is revealed.

5. If ALL opponents ACCEPT his call, the player reveals his DOWN card. If he really has the Winning Combination, he wins 1 point (1 white chip) from the POT. If he was BLUFFING, by NOT holding a Winning Combination, he wins 3 points (3 white chips) from the POT. In either case, his Three cards are discarded and his turn ends.

6. One or more opponents may doubt his call, and CALL HIS BLUFF. An opponent doubting the call places 1, 2, or 3 chips (points) in front of him as a bet that the player is bluffing. The player then reveals his DOWN card.

7. Whenever a player has fiscarded all 3 cards (as in rules 5 and 6-a) he must wait until his following turn to replace them. At the START of his next turn, he takes 3 cards, one at a time, from the DRAW PILE placing them in front of him, 2 UP and 1 DOWN.

8. Turns continue as in rule 2 through 6, each player having and opportunity to replace a card and announcing a Winning Combination or passing.

9. Whenever the DRAW pile is used up, the DISCARDS are shuffled to start a new pile.

10. A player who was caught bluffing may not have enough chips to pay off, in which case he pays as much as he can, starting to his left.

11. Whenever a player has lost all his chips, he is out of the game.

12. The game ENDS when there are no more CHIPS in the POT.

13. At the end of the game, players count their chips. The one with the most POINTS is the WINNER.

© 1966 By Milton Bradley Co. Under Berne & Universal Copyright Conventions

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