A race around the World for 2-6 players* age 10 and up
Designed by Michael Rieneck, Kosmos, 2004.
Developed by TM Spiele
*) The game is best played by 3-5 players. With 6 players will the game take longer, so this is best left to experienced gamers. Special rules makes it possible to play the game with just 2 players.
As in Jules Verne's famous novel, Around the World in 80 Days, have the players made a bet in a London club at the beginning of the 20th Century: who will be able to travel around the world in less than 80 days? Success depends on how well they understand to use the available trains and ships efficiently in order to travel to the next destination at the right moment. Occasionally may a balloon be the fastest means of transportation. Unfortunally will a ambitious detective make the lives difficult for the travellers whenever he crosses their paths. And sporadic events will bring unexpected opportunities.
60 Travel cards (30 Train cards and 30 Ship cards)
15 Event cards
18 Bonus chits (9 red and 9 blue)
24 Gold coins
1 First Player marker (pocket watch)
1 six-sided die
1 black Detective figure
6 Player figures
6 Time markers
6 Betting Slips
1 Gameboard (explained below)
Playing the Game
Note: The most important rules up to "Game End" and "Winner" are explained first to give you a good overview of how the game is played. A number of more special cases have been collected under the heading "Further Rules".
A Game Round
The game is played in rounds. At the beginning of each round are a number of Travel cards placed face up along the action display at the bottom of the board. The cards are placed from left to right, so that each card is directly below one of the action symbols.
The number of cards displayed are:
- with 3 players: 4 cards
- with 4 players: 5 cards
- with 5 or 6 players: 6 cards
The player with the First Player marker begins the game by selecting one of the displayed Travel cards and performing the connected action. Then he may move his figure to the next destination. When he is done will the player to his left take his turn and so forth. The round ends when everybody have taken a turn.
A Game Turn
In his turn will a player perform the following actions in the order stated:
- Take one of the displayed Travel cards
- Perform the connected action
- Travel to the next destination or stay at the present location
- Move 2 days forward on the Time track if Detective is present in location
- Discard down to 6 cards
Selecting Travel card
The player must take a Travel card at the beginning of his turn. Exception: the First player may not take the Travel card under the action "New First Player Next Round".
Performing the connected action
Each Travel card in the display is connected with the action indicated by the symbol above the card. A player may perform the connected action or decide not to.
Special rules when playing with different number of players
5 or 6 players: All 6 actions are only available when playing with 5 or 6 players.
6 players: Only in a game with 6 players will the last player in a round have the option to take the top card from the Travel deck instead of the last card in the display.
In this case will the player not have a connected action to perform.
3 players: In a 3-player game is the First Player action not available. At the end of each round is the First Player marker simply given to the next player to the left.
Travel to the next Location
A player may only travel to a single Location each turn.
Exception: Only by playing the Event card "Beziehung" (Connections) may a player continue his travel to a second Location during the same turn.
When a player wish to travel must he place his figure on one of the arrows leading out of the location he is in, and then must he play the necessary Travel cards as indicated by the silhouettes in the arrow. The cards are placed on the discard pile after use.
Example: you need 1 Ship card and 1 Train card to travel from London to Paris.
From New York to London do you need 2 Ship cards and 1 Train card.
To travel the distance from one location to the next will the player spend as many days as listed on the Travel cards used. The days are noted by moving the player's Time marker forward on the Time track.
Example: a player travelling from London to paris is playing a "7 Ship" card and a "3 Train" card using 10 days (10+3),
so his Time marker is moved 10 spaces forward.
Saving time by playing 2 identical cards
When travelling a route where 2 Ships or 2 Trains are needed, and the player is playing 2 cards with the same value, then are the numbers not added. Instead is only one number used. (Saving a few days by not having to make a transfer).
Example: A player travelling from Suez to Bombay, who is playing two "8 Ship" cards, is only spending 8 days, not 16 days, on his travel. Had he played a "5 Ship" and a "4 Ship" would he have spent 9 days at sea.
This advantage is not available when using two different types of transport.
Example: Playing a "4 Ship" card and a "4 Train" card will take 8 days as usual.
Note: It is possible to save time by playing two identical Ship cards between New York and London.
The Train card will then be added to one of the other cards.
Staying at the present Location
A player may stay at the present location instead of travelling. He may have to do this because he don't have the proper cards to travel the nex distance, but he may also simply decide to stay. Maybe he wants to try his luck to see if he can to identical Travel cards, or maybe is he trying to save a few days by getting smaller Travel cards.
Move 2 days forward due to the Detective
A player will lose two days if his figure is staying at the same Location as the Detective at the end of his turn. Move the Time marker 2 spaces forward. Important: This time penalty is only invoked at the end of the player's own turn. The penalty is given whether the player have travelled this turn or not.
The Detective have no effect if your figure is staying at the same Location at the beginning of your turn, if you leave that Location before the end of your turn.
Similarly will you not lose any days when the Detective is placed in your Location outside your turn.
Discard down to 6 cards
At the end of his turn must a player check the size of his hand of cards. If the total of Travel and Event cards is higher than 6 cards must the player decide which to discard.
The next player to the left will now take his turn,
beginning by selecting a card from the Action display.
End of a Round
At the end of the round are unused Travel cards removed from the display, and new Travel cards are laid out.
Note: There may not be any cards left over in a game with 6 players.
Reshufle the discard pile when the last card is take from the Travel deck.
With 3, 4 or 5 players will the game end after the round in which the next-to-last player has reached London. Should the last player reach London during the same round will his score be considered when determining the winner. If not, will he be out of the running no matter how few days he has used.
A 6 player-game ends after the round in which the 4th player has reached London.
Of all the players who reached London in 80 days or less is the winner the player who used the fewest days. If tied is the winner the one of these who reached London first.
Should all players, who reached London, have spent more than 80 days, is the winner the player who reached London first - no matter how many days he used.
Travel by Balloon
When a player takes the Travel card beneath the "Balloon" action may he use the Balloon when travelling this turn. There is also an Event card that allow a player to travel by "Balloon".
Only one Balloon may be used to travel between two Locations, either the action or the Event card.
A player must still play all the required Travel cards when travelling by Balloon.
The value of one of the Travel cards will be replaced by the value of the Balloon, which is determined by rolling the die. (Travel by Balloon will take from 1 to 6 days).
The player may decide to re-roll the die by paying 1 gold coin. The die may be re-rolled several times by paying 1 gold each time. The last rolled result is valid.
Example: On the route from Hong Kong to Yokohama are the player playing a "4 Train" and a "7 Ship". As the player selected the "Balloon" action does the player decide to use on the higher Ship card. He rolls a "5". This is too much for the player, who pays 1 gold and rolls the die again. This time is it a "6". As this is even higher does he pay another coin and rolls again. This time is he lucky and rolls a "2"! The player will now move his Time marker 6 days (4+2) forward.
When the Balloon is used on a route with 2 Ships or 2 Trains will the Balloon only replace one of the two cards.
Example: On the route from Suez to Bombay are 2 Ships needed. The player plays a "5 Ship" and a "8 Ship" card. He use the Balloon for the "8" card and rolls a "5". He will therefore use 10 days (5+5) for the trip.
Note: When the die is rolled on a route where two identical Travel cards are used must both cards still be counted - even if the same number is rolled on the die. So in the example (card 5, die 5) will it not take 5 days, but 10 days to travel the distance.
You do not need any Travel cards from Bombay to Calcutta. Instead you have two options:
- You may spend 12 days to travel without an Elephant.
- You may play the Event card "Elefant" and use 6 days plus the roll of a die.
The total (7-12 days) is how long it took you to travel across India on Elephant.
As with the "Balloon" may you re-roll the die by paying 1 gold.
The Event cards "Angebot" (Travel Offer) and "Beziehung" (Connections) cannot be used when travelling between Bombay and Calcutta.
It is not allowed to use a Balloon on the route from Bombay to Calcutta.
From Hongkong to Yokohama will the player have a choice between two routes. He may either use 2 Ship cards or 1 Train and 1 Ship.
From Yokohama is the route continuing to San Francisco.
At the beginning of the game will there be a red and a blue Bonus chit bext to each Location (except London).
The first player to reach a Location will take red Bonus chit.
The blue Bonus chit is for the last player to reach the Location.
The player will immediately reveal the chit and perform the indicated action:
A player who takes the Travel card next to the action "Take the top Event card", or who reveals the corresponding Bonus chit may take the top card from the Event deck and may (as long as it isn't a grey card) keep it in his hand.
A player may play any number of Event cards during his own turn. The player may even play a card immediately after drawing it, or he may keep it on his hand for later use. Used cards are placed on the discard pile.
Almost all of the Events are positive. But most are only useful in certain situations, so while there is very little risk in taking a card, it may not automatically be very helpful.
Hidden among the Event cards are there two grey cards ("Verzögerung" (Delay) and "Unwetter"(Bad Weather)). These cards cannot be kept in the hand, but will take effect immediately.
- They force everybody (including the player who drew the card) to lose 1 or 2 days.
- Any player with Event cards in hand must now discard these without compensation.
- All 15 Event cards are then shuffled and placed as a fresh Event deck.
Note: do not keep Event cards in your hand for too long as you may lose it before you can use it.
Comments to some of the Event cards
"Propellerzug" and "Unterseeboot" (Propeller-driven Train and Submarine Boat) may be used on routes where more than one Travel card is needed, however they will only replace the value of one Travel card.
The "Prinzessin" (Princess) will adopt the effect of the top (visible) card of the Event discard pile at the time used.
You may decide to play the Event card "Beziehung" (Connections) after you have made the first travel to a Location, in order to travel to second Location the same turn.
Each player begins the game with 1 gold coin. Further coins may be acquired through the action "Receive Gold coin" or by getting the similar Bonus chit. If you don't use the Event card "Elefant" (Elephant) to travel from Bombay to Calcutta, may you discard the card to receive a gold coin from the supply.
Note: a player cannot receive a Gold coin if the supply is exhausted.
Gold coins may be used to re-roll the die when travelling by Balloon or Elephant.
Each re-roll cost 1 Gold coin.
A player may spend 2 Gold coins to buy a single card at any time during his turn. he may then draw the top card from either the Travel deck or the Event deck. The card may used in the same turn or kept for later use.
Arrival to London
As soon as the first player has reached London with his figure, will the other players begin to feel the time pressure.
In the following rounds will each player who still hasn't reached London lose 1 day. At the beginning of each round will the player who reached London first, move all Time markers belonging to players who has still not reached London, 1 space forward on the Time track. Even when more players have reached London will the time loss still only be one day per round.
When a player reaches London will he place his Betting Slip in the London location. All players who reaches London will place their Betting Slips in a stack underneath the first. Any remaining hand cards are discarded to the bottom of their respective discard piles.
A player in London will not lose days due to Event cards or Bonus chits. His Time marker on the Time track will indicate how many he used to travel around the world, and give his final score.
If a player has used more than 80 days will his Time marker continue on the other side of the 80/0 space to indicate the number of days he has used.
In the following rounds will the number of Travel cards in the display be reduced to reflect the current number of active players:
2 remaining players: 3 cards
3 remaining players: 4 cards
4 remaining players: 5 cards
5 remaining players: 6 cards
Note: When there is only two players left to reach London can the Detective only be moved by playing the Event card, as there will no longer be Travel cards available beneath the corresponding action.
Distribution of Travel cards:
The 2-Player Game
Two players may travel around the world in 80 days with the following changes to the rules:
- Remove the Event card "Beziehung" (Connections) from the game.
- Only the first 3 spaces of the Action display (3 Travel cards) are used each round.
- The game ends after the round in which the first player reaches London.
- The first player to reach London wins the game, unless both players arrives in London during the same turn. In this case will the winner be player who used the fewest day.
If tied, is the winner the player with the most Gold coins.
Note: the 2-player game is a speed game. A player more than one location behind will find it difficult to win.
|Translation: Mik 2004|
|© Mik Svellov firstname.lastname@example.org||6. okt 2004|