Honor System
"No Time For Sergeants" Game
© 1964, Ideal Toy Corporation, ..... New York
A Game for 1 to 4 players
OBJECT OF THE GAME
To be the first player to be promoted to Sergeant by starting out as a Private, then becoming a PFC
and then a Corporal
.
MATERIALS
Game Board
Spinner
Goof Cards
Service Ribbons
Plastic Markers
PREPARATION
Carefully separate the Spinner, Goof Cards and Service Ribbons from the Game Platform.
Shuffle the Goof Cards and place them face down in the center of the game board.
Each player takes 3 Service Ribbons.
Each player selects a Marker and places it on the Enlist (Start) position.
PLAYING THE GAME
Each player spins the Spinner. The one who spins the highest number goes first and so on. The players take turns at spinning the Spinner and moving their Markers around the Game Board by the number of spaces indicated on the Spinner.
STAR SPACES
When a player lands an a space that has a Star on it, he must spin again to see if he "passes" or "fails". The outer rim of the Spinner will show the player if he has "passed" or "failed".
If the player has "passed", he takes the number of "Service Ribbons" from the bank as indicated by the number in the Star. If the player has "failed", he loses one turn.
GOOF SPACES
When a player lands on a Goof Space he may do either one of the following:
1) He may pick a Goof Card and take his chances with what it says.
Or
2) Choose not to take a Goof Card and forfeit to the bank the number of Service Ribbons shown in the Goof Space on the Game Board. The player can then continue around the Game Board on his next turn.
A player may be instructed by the Goof Card to give up Service Ribbons. If the player does not have enough Ribbons in his possession, he must move back to the nearest corner of the deck, face down, immediately after they have been picked.
CORNER SPACES
Whenever a player lands on a corner space marked "KP", "Off Limits" or "Guard Duty", he loses two turns.
ARROWS
When a player lands on a space which has a large Arrow leading out of it, he must immediately follow it to the space to which it points. The player can avoid a backward arrow move if he can trade the number of Service Ribbons indicated in that space to the bank.
SERVICE RIBBONS
At no time may a player have more than 10 Ribbons in front of him. If a player is directed to take Ribbons which will bring his total holding over 10, the extra Ribbons he receives are returned to the bank.
LANDING ON ANOTHER PLAYER
Any player landing on a space occupied by another player, must pay that player one Service Ribbons. If he does not have a Service Ribbons, he must move back to the nearest "Guard Duty", "Off Limit" or "KP" space and lose two turns.
WINNING THE GAME
The first player to reach the center of the Game Board and became a Sergeant, is the winner.