Honor System

Instruction Sheet


TREASURE QUEST IS A FAST PACED ADVENTURE GAME THAT PITS PLAYER AGAINST PLAYER AS WELL AS PLAYER AGAINST THE BOARD.

The idea of the game is to collect enough supplies to challenge an adventure and seize a treasure.

The first player to seize all four treasures and roll past pay day, wins the game.

PREPARATION

Place the board in the centre of the play area. Each player selects a Treasure Chest, which he/ she places on the Pay Day space. Each player is issued 2 keys, 3 Life Cards and 10 Gold Coins. Shuffle and place the Treasure Chest cards in a pile, face down in the centre of the board. One player must volunteer to run the Supply Store, which consists of the following necessary supplies: ropes, picks and shovels, poison antidotes, hatchets, knives, keys, quivers of arrows, treasure maps, life cards and gold coins.

The colour coded treasure bars are placed at the end of each adventure. Blue treasure bars for the Ocean, green bars on the Jungle etc. The number of treasures placed at each, equal the number of players in the game.

Players roll the dice for high score to determine who goes first. High man then rolls the dice and moves his/her Treasure Chest the number of spaces indicated.

THE SHORT GAME

Even more fast paced — each player is issued 4 Keys, 3 Life Cards, 10 Gold Coins and 1 each of the seven Supplies.

EXPLANATION OF THE BOARD

The perimeter of the the board consists of 44 spaces which the players travel upon. The spaces consist mostly of the supplies you’ll need to collect to take on your journey up to the treasures.

Very few things you need are for free and they must be bought for tne amount specified under each item. Supplies may only be purchased when a player lands on the space.

Play on the board is clockwise.

Each time you roll doubles, you roll again.

SUPPLIES

When landing here, the player has the option of buying the supply indicated for 2 Gold Coins.

THE TRADING POST

This space allows a player to trade one supply for another at the supply store.
Example: If a player has three knives and no ropes, 
   he/she may trade in a knife and receive a 
   rope. Only one transaction may be made each time a player lands here. 
   To trade again, he/she must once again land on this space.

Players are not allowed to trade for a Life Card.

TREASURE CHEST

Each time a player lands on this space, he/she takes the top card from the Treasure Chest pile and must follow the instructions written on the reverse of the card. The instructions must be read aloud for all players to hear. Some of these cards direct the player to various spaces on the board while others give free supplies. Once acted on, the card is returned to the bottom of the pile.

Treasure Map cards, Emergency Escape Cards, and Go Directly to the Entrance of Your Choice Cards may be retained by the player and used at any time.

PROVISION STORE

This space allows a player to purchase one supply of his/her choice from the supply store for three Gold Coins.

Life Cards may not be purchased from the Supply Store.

MAP ROOM and SECRET PASSAGE

When a player lands on the space marked MAP ROOM, he/she is given a Treasure Map from the Supply Store for free. The Treasure Map cards may be used when a player lands on the Secret Passage space while working towards an adventure treasure. Using the Treasure Map, gives the player direct access to the treasure in one move. Once used, the card is returned to the supply store. If a player lands on SECRET PASSAGE and does not have a Treasure Map, or while exiting an adventure, the space is considered a free space, no loss, no gain.

TIME WARP

When landing on this space, a player must trade places immediately with any player of his/her choice. The idea being to move your Treasure Chest to the location most advantageous to you that is being occupied by another players’ piece. You move to their space and they must move to the Time Warp space.

If a player uses Time Warp to enter an adventure, he/she must follow the instructions on the space he/she moves to.

If a player has reached the treasure and while returning with it, gets Time Warped by another player he/she does not lose the treasure, and whoever goes into the adventure must earn his/her own.

If a player uses Time Warp to advance to a space on the outside of the board, he/she has the option of purchasing the supply indicated.

GO DIRECTLY TO ENTRANCE OF YOUR CHOICE

This space, or card, allows the player to advance to any of the 4 entrance spaces on the board. When landing on this space, the player must move to one of the entrances, but this does not mean that he/she has to enter the adventure.

If a player is in need of Gold Coins, it is most beneficial to move to the entrance closest to Pay Day.

LIFE CARDS

At the beginning of the game, each player receives 3 Life Cards. These cards are used when a player does not have the supplies necessary to meet a challenge while inside an adventure.
Example: If a player lands on a space in an adventure that requires a rope, 
   and he/she does not have a rope,
   then he/she must turn in a Life Card in order to continue on his/her next 
   turn. 
   If a player lands on a space in an adventure that requires a rope and
   a hatchet, and he/she has a rope but not a hatchet, then he/she must turn 
   in a Life Card. 
   Use of the Life Card in this instance means the player need not turn in 
   his rope as the Life Card is used to meet the challenge.

ADVENTURES

The four corners of the playing board are the entrances to the adventures you must take to obtain each of the treasures.

You roll only one die while travelling through an adventure. Each space you land on must be met with the required supplies. Once you have seized a treasure, you must overcome the challenges on your return to safety. When acting on a Treasure Chest card, and having been sent directly into an adventure, you have the option on your FIRST roll of going in either direction. Once specified, you are committed to that direction.

THE FOUR ADVENTURES ARE: THE OCEAN, THE CAVE, THE DESERT, THE JUNGLE

A player must land on one of the four corners to enter an adventure. The corner you are on determines which adventure you may enter however, just because you land on an entrance does not mean you have to enter. If you don’t feel you have enough supplies to get in to obtain the treasure and get out safely, on your next turn you may continue around the board collecting additional supplies.

AN ADVENTURE EXPLAINED

Suppose you land on the Jungle entrance and feel you have gathered enough supplies to get in and out with the treasure safely. On your next turn you roll a three and move to the corresponding spaces. You are caught in a dense bush and must use your hatchet and rope to move on. You quickly check your supplies and find that you have a rope but not a hatchet. In order to continue, you must turn in a Life Card. On your next turn you roll a five and move to that space. You find yourself sinking in quicksand. You have your rope with you and to pull yourself to safety, you must turn in this supply. You’re running low on your supplies but there’s no turning back now, you’re committed to push on to the treasure. On your next turn you roll a four and quickly move to the treasure. It’s only three spaces but you must stop at the treasure. Don’t try to leave yet, you have to rest here until your next turn. You pay your two keys, seize your treasure and pack it inside your Treasure Chest. Feeling rested you check your supplies and prepare for — exit from this adventure. Don’t rush on your way out, there are plenty of perils awaiting your arrival.

GOOD LUCK

IMPORTANT THINGS TO REMEMBER

. Players are not allowed to trade supplies amongst themselves.

. The more supplies you own, the safer your journeys will be, so to succeed and stay alive in this game, it is important to collect as many supplies as possible. You will learn very quickly that treasures cannot be seized without the proper supplies.

. You can’t collect forever. Remember you are racing against the other players. While you are playing it safe, they may be gambling and collecting treasures.

. Each treasure you seize will cost you 2 keys.

. Each time you go through an adventure, you roll only one die. You must turn over the supplies indicated on the space you land on in order to continue on your next turn. If you don’t have the supplies required, you must hand in a Life Card.

. You have only 3 Life Cards. However in total you have four lives, 3 cards plus your own life. If a player loses his/her 3 Life Cards, he/she continues to play the game relying on his/her own life. If he/she is unfortunate enough to require another Life Card, then the game is over for this player. Once a player uses all 4 lives, he/she is out of the game regardless of the number of treasures obtained.

. Treasure Chest Life Cards, once drawn from the Treasure Chest pile are redeemed by the supply store for a playing Life Card. The Treasure Chest Life Card is then returned to the bottom of the pile.

. Each time you PASS Pay Day, you collect 2 Gold Coins. When a player runs out of Gold Coins, he/she cannot buy anything until he/she passes Pay Day again and collects Coins. (Unless the player lands on the space indicating Collect Five Gold Coins.)

. You must ROLL PAST Pay Day to collect your Gold Coins. Any player: being Time Warped past Pay Day does not collect

. If a player turns in a Treasure Chest Card he/she still gets a roll of the dice.

Example: A player lands on Secret Passage in an adventure and has a Treasure Map. He/she may turn in the Map to the supply store and advance to the treasure in one move. If this player had an Emergency Escape Card, he/she could also use this card to exit the adventure all in the same move. Using a Treasure Chest Card is not considered as a turn in itself.

. If while working towards an adventure treasure, the player rolls a nunber greater than that required to reach the treasure, he/she must stop at the treasure and await his/her next turn to roll the die to exit.

Upon exiting from an adventure, if the player rolls a number greater than that required to reach the exit, he/she moves the total rolled and continues around the board.

. At any time during the game, but on the outside of the board only, a player may buy his/her way to a corner for 10 gold coins.

. At any time during the game players may trade supplies to the supply store for gold coins. One supply for one gold coin, two supplies for two gold coins, and so on.

. To win the game, a player must collect the four different treasures and roll past Pay Day.

Made in Canada by
FAMILY GAMES INC.
P.O. Box 97 Snowdon Montreal
Quebec, Canada H3X 3T3

Box graphics by
Rawcliffe Design