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Thanks to Joseph Havel of Tavernier Florida for mailing these
to me.

POLLYANNA
PARKER BROTHERS TRACK PURSUIT GAME
COPYRIGHT (c) 1951 BY Parker Brothers
MADE IN U.S.A.
RULES FOR PLAYING
The curved turn-outs on which a player may travel either to escape
capture or to avoid blockade are a unique feature of this game,
and a great improvement over one-track games.
PREPARATION:
The game is for Two, Three, or Four Players.
When two play, sit opposite. When three play leave one side of
the board vacant. When four play a partnership game is usually
used - partners sitting opposite each other.
After being seated at the board, each player takes four pieces
of the same color as the "Home Entrance" in front of
him. Thus, the player seated at the Blue entrance will take four
Blue pieces, the player at the Red entrance four Red pieces,
etc. Each player places his four pieces on the corner of his
color at his right until they are actually in play.
THE OBJECT OF THE GAME:
Each player tries to play successfully all four of his pieces
from the starting place around the board to the "Home Entrance"
of his own color, and then up the narrow path to the "Home
Space" in the center of the board. The player whose four
pieces first reach the central space wins the game.
In the play pieces are moved according to the throw of dice.
They are liable to capture upon the "BROADWAY," but
are safe upon spaces of their own color and upon the "TURNOUTS,"
which are advantageous to use, especially in getting around "blockades."
TO START THE GAME:
Throw to see who will start first, each player throwing in turn
two dice, the highest count giving that player the first turn.
THE FIRST PLAYER then throws two dice. If either die shows the
highest number (6), or if both dice make a combination of 6 (such
as 2 and 4), he may ENTER one of his pieces upon the sixth space
on the Broadway at his right, which is marked as the starting
space of his color. Should he fail to throw a 6, or combination
equaling six, the turn passes to the player at his right. Players
throw in succession, the turn always passing to the right. A
player may only start his piece on a throw of 6 as above indicated.
A player must start a piece for every throw of 6 he makes or
its equivalent until all four of his pieces are in play.
If he throws, say, 6 and 3 he starts a piece with his 6 and then
moves that piece, or another piece already started, three spaces
forward.
If he throws two 6's he starts two pieces and has another throw,
as provided by the rule concerning DOUBLETS on the next page.
After a player once has a piece or pieces upon the board he applies
the throw of his dice to moving them forward either upon the
Broadway or Turnouts with the object of bringing all four safely
around and to the Home Space. Thus, if a player has only one
piece on the board he moves it as many spaces as the sum of the
two dice, but if he has two or more pieces already started and
throws, say a 4 and 5, he may, if he wishes, move one of the
pieces four and another piece five spaces.
You must make the full and exact move for each die, if you can.
Thus, if you throw 5-3 you must move one piece five and then
move it three further, or move another piece three. If you cannot
play for both dice, play for one. If you cannot move for either,
you lose your turn. A play must always be made for both dice,
if possible.
BROADWAY:
Broadway is the straight, wide, double-track running around the
board. On Broadway one piece may Pass another, or two or three
pieces of the same color coming together may form a Blockade,
or one opposing piece landing upon the same space as another
may Capture that piece. On Broadway the only spaces upon which
players' pieces are safe (unless he gets two together, which
form a "Blockade" and are safe while remaining so)
are the spaces of its own color.
TURNOUTS:
There are four Turnouts, all of which are open to all players.
The object of the Turnouts is to provide a safe but slower route
of travel and also to enable players at times to move around
"Blockades." The Turnouts are single tracks and on
Turnouts no piece may pass another, nor rest upon the same space.
If more than one piece is moved onto the same turnout the piece
in the lead Blocks any behind on the turnout, until it is moved
forward out onto Broadway.
BLOCKADES:
On the Broadway one piece may pass another, but two pieces of
the same color upon the same space form a "Blockade"
which no other piece may pass, as long as the blockade remains.
A player may hold a "Blockade" thus made until he is
obliged to play one of its pieces. It is often possible to get
around "Blockades" by using the single track Turnouts,
which are slightly longer, but upon which a piece is safe from
capture. A player cannot pass any "Blockades," not
even his own, but if his throw takes his piece exactly to his
own "Blockade" he may rest a third piece there, making
a "Blockade" of three pieces. On his next turn he may
move forward.
A "Blockade" formed on an opponent's Starting Place
will prevent an opponent from starting a piece while it remains.
SAFETY SPACES:
All spaces on the board of the same color as a player's pieces
are Safety Spaces.
On all other spaces upon "Broadway" any single piece
is in danger of capture. Any piece is safe when upon the single
track "Turnouts."
A Rival's Piece may pass a single piece resting safely on its
own color (counting that colored space as one space when passing
over it), but cannot stop on that space thus occupied, even should
he lose his turn through inability to play elsewhere.
CAPTURING:
A single piece may be captured by an opponent if the throw of
the dice permits the opponent to bring a piece to the same space.
A captured piece is removed from the board and must start over,
being entered again as soon as its owner throws a 6 or its equivalent.
A player capturing an opposing piece has a Reward of 10 spaces
which he may apply to the piece which made the capture, or by
moving some other piece ten spaces forward.
Example:
If a player throws say a 5 and 3 and there is an opposing piece
five spaces ahead of his own, he may move his piece five spaces,
capture the opposing piece and hand it to its owner, and then
move his same piece, or any piece of his, ten spaces forward
as a Reward, and the same piece or any piece three spaces further
for the other die.
A capture could be made on the same throw if the opposing piece
had been eight spaces away and unprotected, as five and three
make eight.
Should the 10 Reward, or his 3, enable him to capture still another
piece, he does so and gets an additional Reward of 10. Player
may apply his Reward in moving any piece he chooses, but must
move the full 10 spaces with one piece, and if this is impossible
on account of "Blockades" or other reasons the Reward
is lost.
RE-ENTERING:
When a piece is captured it is handed to its owner who places
it on his colored corner at his right. Its owner must start it
at his starting place the very next time that he throws a 6 on
one die or a combination that adds to 6 on the two dice.
DOUBLETS:
When a player throws "doublets," i.e., a throw such
as 3-3, or 5-5, after moving pieces for that throw, he is given
an additional throw, and if he throws another "Doublet"
will have still a third throw, and so on as many times as he
continues to throw doublets. (Exception) If you throw a "Doublet"
and cannot play for both dice and can play for one, play that,
but you cannot have an extra throw unless you are able to play
for both dice.
STARTING POINT:
If you start a piece with a 6 and there is a single opponent
on your starting place, you capture it. If there is a rival's
"Blockade" on your starting place, you cannot start
a piece while the "Blockade" remains there, but must
play elsewhere if possible - otherwise lose your turn.
A player's piece is safe on his own starting place, it being
his color, and he can remain there as long as he wishes, provided
he can play other pieces.
THE HOME ENTRANCE:
After a player has gone around the board, on reaching the entrance
of his color he moves up the straight single track (his "Home
Path"). The home space where the trademark POLLYANNA(r)
appears must be reached by exact throw of the dice, counting
this space as the last.
The "Home Entrance" is treated like any Safety Space.
It is a safety spot for a piece of its own color, but it is not
necessary to stop on it. If a player's throw carries his piece
past his Entrance he continues up the "Home Path".
An opponent's Blockade on a "Home Entrance" space will
prevent a player from entering his "Home Path" while
the Blockade is held.
THE HOME PATH:
The small paths from the Entrance to the home space are called
the "Home Paths" and no piece save those of the entrance
color may enter that particular path. On the "Home Path"
(as on the turnouts) no two pieces may rest on the same space,
nor can one piece pass another, even though this causes the loss
of a turn. Your move must take you exactly to the home space,
by the exact count on either die or by combining the numbers
of both-counting the home space as the last and final space.
Thus, should you need 3 to reach the home space and throw 4-6,
you cannot play that piece, but should you throw a 3-6, you may
reach the home space with the three and play the 6 elsewhere
if possible.
SCIENCE OF THE GAME:
The use of good judgment is afforded great opportunity in playing
this game. A wise use of the turnouts on well advanced pieces,
the advance of a piece to get close to and in a possible position
to capture an opponent's piece well advanced towards his goal,
the use of one's play upon pieces liable to become a victim of
a probable "blockade," the blockading of opponents,
the pursuit and capture of well advanced opponents rather than
of those which have just started, are among the features which
make good play. The best use of the chances afforded often results
in the winning of a close and exciting game.

DIAGRAM A
DIAGRAM ILLUSTRATING MOVES
This Diagram shows a section of the track.
YELLOW has just started a piece at Yellow Starting Place, having
thrown a 6 and 3. YELLOW cannot play the 3 with this piece because
RED'S BLOCKADE prevents and he must play the 3 elsewhere if possible.
Had he thrown 6-2 he could have played two spaces beyond the
starting place, removing the BLUE piece behind the Blockade.
Behind Yellow and Blue approaches a RED piece, which may capture
BLUE if it throws a 5 or may play onto the TURNOUT behind the
BLUE piece there shown.
RED cannot capture YELLOW if he gets a 3, because Yellow is upon
Yellow Starting space and is safe. The BLUE piece on the Turnout
cannot be passed by, nor captured, and the two RED pieces blockade
all passing until either BLUE moves forward out of the Turnout
leaving that track free, or until RED'S blockade is broken by
the necessity of moving one of his pieces forward.
Suppose RED has only the three pieces shown upon the tracks,
the other piece having encircled the board and reached the home
space, RED will be obliged to break the Blockade on his next
turn if his aggregate throw is over 6 (unless RED throws doublets,
in which case he can move both pieces forward together, thus
retaining his Blockade and on his next throw possibly moving
up behind his Blockade.) If RED throws 6, he may move his single
piece onto his Blockade forming a Blockade of three pieces, but
he cannot pass his Blockade, without landing on it by exact throw
of one die.
If RED throws say 6-3, he would make a pretty play in breaking
his Blockade by moving one piece forward three spaces and then
moving his single piece for. ward six spaces, thus forming a
new Blockade in the same location. If Red's Blockade was only
one space ahead of its location, it would blockade the turnout
as well as the Broadway.
DIAGRAM B
This diagram shows the course of play around the board. The player
throwing
a 6 starts on the space at the left. On a subsequent play if
he throws 5 it would
take him to the space named 10. A 5 after that would take him
to a space named
16.His progress continues around the board as indicated, using
the Turnouts
(which are three spaces longer but entirely safe) when he chooses.
When he reaches
the Home Entrance of his own color he goes up the single path
to the home space.
PARTNERSHIP GAMES:
Great Fun for Four Players. Partners sit opposite. You may land
on the same space as your partner, forming a "Blockade"
or you may land on the same space with your partner's "Blockade,"
all three pieces then being safe - but you must land exactly,
and cannot pass over. You are safe on your own color, but not
on your partner's safety color.
When all of one partner's four pieces reach the home space he
stays out of the game. The game is WON by the partners, whose
eight pieces reach the home space before all of the opponents'
eight have done so.
We will be glad to answer inquiries concerning these rules. Address:
Parker Brothers, Inc., Salem, Massachusetts.
PARKER BROTHERS, inc., Salem, Mass., U.S.A. |