|| Back to Central Connector |||Back to Game Rules ||
For 2, 3, or 4 Players
CONTENTS: 1 Travel PARCHEESI case with two section game board 1 Spinner Card with two spinners 20 Markers (5 each of 4 colors)
OBJECT OF THE GAME: The object of the game is to be the first player to move four pawns from START to HOME.
BEFORE THE GAME STARTS: 1. Remove the spinner, markers, and the two&SHY;section game board from the case. Shift the sections around and place them back in the case so that a complete game board is formed. (Diagram 1)
2. Each player selects one set of pawns of the same color and places four of them on that color's starting space marked ENTER (see Diagram 2). NOTE: One extra pawn of each color has been included.
Players should sit around the board so that their entering space (marked A) is at their right hand.
3. Each player takes a turn at the spinner. The player spinning the highest number goes first. Play passes to the left.
THE PLAY: ENTERING A PAWN
1. On each turn a player must spin BOTH spinners. (These 2 spinners represent a pair of dice).
3. If a player does not spin a FIVE he may not move and his turn ends.
4. A player must enter a pawn for every FIVE spun. If double FIVE is spun he must enter two pawns. If a player has unentered pawns and his entering space is occupied by one of his own pawns and he spins a double 5, he must forfeit one of the moves.
MOVES AFTER A PLAYER'S PAWN HAS ENTERED:
5. If a FIVE is spun with a different number on the other spinner, then one pawn is entered with the FIVE and the other number is used to move any entered pawn along the path.
6. After a pawn has entered it may be moved along the path the number of spaces matching the number spun.
7. A player may not have more than two of his pawns resting on the same space.
8. If a player is unable to use both counts of the dice, the count of one die may be used and the other ignored.
9. AFTER ALL OF HIS FOUR PAWNS HAVE BEEN ENTERED, a player spinning doublets (matching dice) may also count the numbers directly opposite both dice (which always totals 14). For example: if a player spins double 6, he may also use the double 1 on the opposite side of these dice. Therefore he may move as follows: 4 men. . . (6, 6, 1 and 1)
3 men. . . (6, 6 and 2), (12, 1 and 1) or (7, 6 and 1)
2 men . . . (7 and 7), (13 and 1), (8 and 6) or (12 and 2) 1 man... (14)
In any spin of doublets, the entire count of 14 must be taken or the turn is forfeited.
Doublets entitle a player to another spin. If the second spin is doublets, the player again takes his count of 14 and is entitled to a third spin. If however, the third spin is doublets, he must take off the pawn nearest HOME (this pertains to any pawn on the red HOME PATH as well), return it to his starting space and enter it again in the usual manner. The last play is lost and he is not entitled to another spin until his next turn.
10. If a player's pawn comes to rest, BY EXACT COUNT, on a space occupied by an opponent's pawn, the player has captured the opponent's pawn.
11. When an opponent's pawn is captured, it is sent back to its starting space and must be re&SHY;entered according to the rules (see Rule 2).
12. After a player makes a capture he may continue his pawn the number of spaces matching the count on the other die. For example (see Diagram 2): a player spinning a 3 and 2 may capture an opponent's pawn on "B" with the 3 and move forward to "C" with the 2, or he may move another pawn with the 2.
13. When a player makes a capture he is given a bonus of 20 spaces which must be taken by any one of his four pawns, but not divided among them. If the entire bonus of 20 spaces cannot be used by one pawn, it is forfeited.
14. A pawn cannot be captured on his HOME PATH as no opponent may enter another player's HOME PATH.
15. An opponent's pawn cannot be captured on a space in which there is a small circle (these spaces are called. "Safety Spaces") except when it rests on the Entering Space of another player. In this case, if a player has an opportunity to enter a pawn, he may do so, capturing the opponent's pawn and thereby scoring 20 bonus spaces.
16. A single pawn resting on a Safety Space may be passed by any other pawn.
17. When two pawns of the same color rest on the same plain or Safety Space it is called a BLOCKADE and may not be passed by any player, even though made up of his own pawns.
18. A BLOCKADE may be held by a player as long as he can move another pawn. It must be broken, however, if the full number spun cannot be completed otherwise.
19. Two pawns (or a BLOCKADE) may not be moved any number of spaces together. In breaking the BLOCKADE, the pawns must move forward singly and rest on different spaces at the end of the play.
20. If a BLOCKADE occupies the Entering Space of an opponent, it would prevent the player from entering his pawn.
21. While there is no rule governing the breaking of a BLOCKADE, It is not in the best interest of the game to hold one too long.
22. A pawn may enter HOME, only on an exact count. For example (see Diagram 2), if a pawn is on "D" a 3, (or 2 and 1) must be spun before it can be counted HOME. If a pawn is on "E", a 1 must be spun.
23. For each pawn moved to HOME a bonus of 10 spaces is given to the player. This bonus cannot be divided, but must be taken by any one pawn. If the entire bonus of 10 spaces cannot be used by one pawn it is forfeited.
The first player to move all his pawns HOME wins the game.
To pack up your Travel PARCHEESI simply shift the game board sections back to their original positions, place the spinner card and markers in the case, and you are ready to close it up and take it with you.
c 1987 Selchow & Righter Company, a subsidiary of Coleco Industries, Inc., Amsterdam, NY 12010
|| Back to Central Connector |||Back to Game Rules ||