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For 2 to 4 Players/Ages 8 to Adult
Rules Copyright 1978 Parker Brothers Div. Of General Mills Fun Group, Inc., Beverly, Mass. 01915 Printed in the U.S.A.
Object
To be the first player to score 12 points.
Equipment
1 Game Board, 1 Scoring/Card-Holder Tray, 40 Track Cards, 4 Large LOSE Cards, 2 Dice, 4 Scoring Pegs and 4 Playing Pieces.
Set Up
1. Hand each player a playing piece and
a Large LOSE Card.
2. Select a player to hand out Track Cards and keep score. The
scorekeeper:
a. shuffles the Track Cards and deals 4 to each player;
b. places the remaining Track Cards, face-down, into the card-holder
tray; and
c. places a peg for each player into the starting position of
the scoring tray.
3. Turn your 4 Track Cards face-up in front of you.
4. Place your playing piece onto START.
5. Roll the dice. The player who rolls the highest takes the first
turn. Play then proceeds to the left.
The Board
There are three types of spaces on the board: 1 LOSE space, 3 SCORE spaces, and a large number of track spaces. You score 1 point each time you move onto a SCORE space. You lose 1 point each time you move onto the LOSE space. You can score or lose by moving either forward or backward.
The TRACK CARDS are placed onto the board. They determine both the direction and the distance of your moves. Use them to move to the SCORE spaces as often as you can.
Playing
On your turn roll the dice and move your playing piece the number rolled. What you do next will depend on three things: (a) the type of space you land on; (b) whether that space is already occupied by an opponent's playing piece; and (c) whether that space already has a Track Card next to it.
1. Unoccupied Track Spaces
An unoccupied Track Space is one without an opponent's playing piece already on it.
a) If you land on an unoccupied track space
with no Track Card next to it, place one of your Track Cards next
to your playing piece and immediately follow the directions on
the card.*
b) If you land on an unoccupied track space with a Track Card
already next to it, do as the card says.*
2. Occupied Track Spaces
An occupied track space is one with an opponent's playing piece already on it. If you land on an occupied track space, roll again. Do not place a Track Card. If a Track Card is already next to that space, do not follow its directions.*
3. Score Spaces
If you land on a SCORE space, the scorekeeper pegs you ahead 1 point.
a) If that SCORE space is already occupied,
you earn your point and roll again.*
b) If that SCORE space is unoccupied, you earn your point but
your turn ends.
4. Lose Space
If you land on the LOSE space, the spacekeeper pegs you back 1 point. You must also stop your turn - even if this space is already occupied. Remember: Nobody's score can ever drop below zero.
5. Double 6's
If you roll Double 6's, the scorekeeper pegs you ahead 1 point. Move your playing piece 12 spaces forward and, depending on the space where you land, either stop your turn or continue moving.*
6. Entrapment
As an example of Entrapment, imagine that you land on a "Back 3" which then sends you to a "Forward 3." If this happens, you do not continue to move back and forth. Instead, you score 1 point and leave your playing piece on the forward space of the trap. By playing your Track Cards correctly, you can use Entrapment as an excellent scoring strategy.
7. Exchange Cards
The deck contains 2 Exchange Cards. If you play one or land next to one, you may take any card on the board, move it next to your playing piece, and replace the moved card with the Exchange Card. You then follow the instructions on the moved card.*
* Continue moving until you land on:
a) a second unoccupied track space with no Track Card next to
it; or
b) an unoccupied SCORE space; or
c) the LOSE space.
On your turn you may not place more than one Track Card onto the
board.
8. If you place a Track Card during your turn, take one from the scorekeeper when your turn ends.
9. If all of the Track Cards are placed onto the board, continue to play with those you have until someone wins.
10. Large Lose Cards
Each player receives 1 Large LOSE Card at the beginning of the game. These are powerful cards: you can use one to slow down an opponent's progress. You may hand one to any opponent at any time during his or her turn. By doing this, you immediately stop the opponent's turn. The opponent must move to the LOSE space, lose 1 point, and pass the dice to the next player. Once a Large LOSE Card is used, it is immediately removed from the game.
Winning
The first player to score 12 points is the winner.
FINI
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