Honor System

The Man from

U.N.C.L.E.

The word is out - "THRUSH is planning something big". Quickly, U.N.C.L.E. is alerted and counters by assigning men to capture the THRUSH CHIEFS. As the Man from U.N.C.L.E. you're off to capture a Chief as quickly as possible and return to headquarters to ward off disaster. Enemy THRUSH Agents are everywhere waiting and watching your every move. Encounters are imminent. You must battle your way through overwhelming odds in order to complete your assignment.

OBJECT OF THE GAME

For a player to find the THRUSH Chief Card which matches his Assignment Card and return with it to U.N.C.L.E. Headquarters.

MATERIALS

Game Board, Dice, U.N.C.L.E. Assignment Cards, U.N.C.L.E. Agent Marker, THRUSH Chief Cards, THRUSH Agent Tokens.

PREPARATION

Shuffle all the THRUSH Chief Cards, and place one face down on each of the THRUSH Chief spaces on the Game Board. (Yellow illustated areas.) Shuffle all the U.N.C.L.E. Assignment Cards. Deal 1 card face down to each player. Place the remaining cards in the Game Box. The Assignment Card dealt to each player is the THRUSH Chief he must capture.

Place one THRUSH Agent Token on each of the Intersections containning 4 arrows.

Each player selects a different colored U.N.C.L.E. Agent Marker and places it in the "Start" area.

Players toss the Dice. The highest number goes first, the player to his left will go second and so on.

STARTING THE GAME

The first player tosses the Dice. He moves his Marker along any starting path the full count of either die.

Example: The player throws a 5 and a 3 he cannot move 8 spaces. He may only move his Marker 5 spaces or 3 spaces

If he throws a double, he must move his Marker the total of both dice.

A player may move in only one direction either forward or backward during any one move. A player may not change path unless he lands by an exact count on an Intersection.

FIGHTING THRUSH AGENTS

When a player lands directly on an INtersection occupied by a THRUSH Agent (Token) he must challenge the THRUSH Agent.This is done by immediately rolling one Die. If the player rolls a 1, 2, 3, or 4 he wins the challenge and captures the Agent and places the Token in front of him.If he rolls a 5 or 6. he loses the challenge. He must leave the THRUSH Agent Token where it is, and move his Marker immediately to THRUSH Headquarters.

When a player lands on an unoccupied Intersection, he may move along intersecting path on his next move.

GETTING OUT OF THRUSH HEADQUARTERS

A player imprisoned in THRUSH Headquarters must stay there 3 turns and then go back to "Start" unless he can do one of the following:

1. Throw a double and go back to "Start" at once.

2. Place a captured THRUSH Agent Token or a THRUSH Chief Card on an empty Intersection or empty Chief Space on the Game Board and go back to "Start" at once.

CAPTURING THRUSH CHIEFS

When a player has captured 3 THRUSH Agents (Tokens), he may then capture a THRUSH Chief, by landing directly on a space pointing to a THRUSH Chief Card. The player after looking at the THRUSH Chief Card has his choice of either taking it or leaving it. If he takes the card, he must place his 3 captured THRUSH Agent Tokens on any 3 empty Intersections. A player may, in order to confuse the other players or prevent another player from obtaining a card, take a THRUSH Chief CArd even if it does not match his Assignment Card.

A player may never have more than 3 THRUSH Agent Tokens in his poaaeaaion at any time. He may have as many THRUSH CHief Cards as he can capture.

Remember... in order to capture THRUSH Chief Cards, a player must have 3 THRUSH Agent Tokens in his possession.

CHANGING THRUSH CHIEF CARDS

When a player lands by an exact count on a space pointing to a THRUSH Chief Card, he may exchange any THRUSH card in his possession with the one on the Game Board.

RETURNING TO U.N.C.L.E. HEADQUARTERS

Once a player has a THRUSH Chief Card which matches his assignment card he must try to return to U.N.C.L.E. Headquarters at once. He cannot re-enter U.N.C.L.E. Headquarters through the front entrance (Starting position) he can only returnthrough any of the 4 path leading to the side entrances.

LANDING ON ANOTHER PLAYER

Whenever a player labds by an exact count on a space occupied by another player, he may do one of the following:
Take one THRUSH Agent Token from the other player.

OR

Take one THRUSH Chief Card without looking at it from the other player. The player may only look at it after he has taken it. If the other player has neither Agent Tokens or Chief Cards, he is not penalized.

This is an important part of the game. If a player thinks another player has found his THRUSH Chief he should try to land on the same space as this player in order to take the card from him.

WINNING THE GAME

The first player to return to U.N.C.L.E. Headquarters with the THRUSH Chief Card which matches his Assignment Card, through the side entrance, wins the game.