007 James Bond: The Man with the Golden Gun
007 James Bond: The Man with the Golden Gun Rulebook
Table of Contents
Table of Contents
Components
Each copy of The Man With the Golden Gun includes the following components:
- Rules folder
- Blue Card Summary Sheet
- Four 7"×5¼" maze sections
- Playing pieces (Bond, Scaramanga, Nick Nack, Al Capone, Wild West Gunslinger; number squares)
- Five playing piece stands
- 50 playing cards
- Two six-sided dice
Playing Pieces
The only piece you control in the game is James Bond. The Scaramanga piece is used when Bond finds Scaramanga in the Funhouse. The other three figures — Nick Nack, Al Capone, and the Wild West Gunslinger — are not actually needed for play, although you may want to use them yourself, once you know how to play the game, to experiment with more villains who can chase Bond the way Scaramanga does. The number squares are just used to keep track of Bond's ammunition.
Maze Sections
There are four maze sections, each with two kinds of spaces: rooms and walls. The walls are dark blue, and no playing piece can ever enter them. Rooms are light blue, and Bond can go from one room into any other connecting room (even if they are only connected at a corner, diagonally).
Cards
There are two different colors of cards: green and blue. Each room has a green card placed in it at the start of the game. These green cards represent noises and sights that Bond hears or sees as he enters the room. Sometimes these noises and sights are real, and sometimes Bond is only imagining them; sometimes they seem so real to him that he fires his pistol accidentally. The blue cards represent what is really in the room. Sometimes there is really nothing to fear — just a mirror, or another hallway; and sometimes the room contains something more interesting — Nick Nack, Scaramanga, or the Solex Agitator!
Ammunition
Bond begins the game with 7 bullets in his Walther PPK pistol. As he fires, he uses bullets, and you must keep track of how many bullets he has left by using the number squares. Use the number 7 square at the beginning of the game, and each time Bond fires a bullet, replace the square with the next lower number (so, the first time Bond fires, replace the 7 with the 6). If Bond finds the Blue card with Bond's Double or Nick Nack on it, he may be able to get more bullets. He can never, however, have more than 14 bullets at one time. Whenever Bond has no bullets, he cannot fire at anything; he must continue unarmed until the end of the game or until he finds more bullets.
Set Up
To begin, turn the four maze sections upside down and shuffle them. Pick one at random and turn it face-up, and set the other three sections aside, still face-down. Carefully separate the playing cards. Shuffle all the cards with green backs together, and place one green card, green-side up and without looking at it, in each room of the maze section you picked. Look through the blue cards next, and find Scaramanga (not Scaramanga's Double), Nick Nack, and the Solex Agitator; set these three cards aside for a moment. Shuffle all of the remaining blue cards together, and then divide the blue deck in half; shuffle Scaramanga, Nick Nack, and the Solex Agitator into one of the halves of the blue deck. Finally, place the other half of the blue deck (still face-down) on top of the half containing the three special cards. Punch out the five figures and number squares, and insert the figure playing pieces in their stands. You are now ready to have Bond begin his search through the rooms for the Solex Agitator.
New Maze Sections
You begin the game with only one maze section. Once Bond has entered at least 5 rooms in that section, you can pick another section at random and add it along any edge (long edge to long edge, or short edge to short edge). Put green cards in all the rooms, just as you did with the first section. Once Bond has entered at least 5 rooms in the second section, you can add a third along any edge of the first two. After Bond has entered at least 5 rooms in the third section, you can add the fourth, with green cards.
How to Play
During the search for the Solex Agitator, you will move Bond from room to room, reading the green card in each room as you go. The first room you enter can be any room along an edge. Each time you want Bond to enter a new room, do the following things, in order:
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Move Bond. You can move Bond one room into any room that is connected to the room (along a side or diagonally) he is leaving. After moving Bond into a room, go to Step 2.
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Read the Card. If there is a green card in the room, turn it over and go to Step 3. If there is a blue card in the room, go to Step 5 and then turn it over. If there is no card in the room, go back to Step 1.
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Roll Two Dice. Each green card has a number on it. As soon as you read the green card, you must roll two dice and add them together. If your dice roll is the same as or less than the number printed on the card, go to Step 5. If your dice roll is more than the number on the card, go to Step 4. For example, if the number on the card is 8, and you roll a 1 and a 6 (for a total of 7), you would go to Step 5. If you had rolled a 3 and a 6 (for a total of 9), you would go to Step 4. Discard the green card after you have made your dice roll.
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Read the Top Card in the Blue Deck. Because you rolled a higher number than the one on the green card, Bond is startled, and he fires his pistol accidentally at whatever is on the blue card (if he has no bullets, he cannot fire, of course). You must now look at the Blue Card Summary Sheet, find the kind of blue card you picked (Mannequin; Mirror; Maze; Nick Nack; Bond's Double; the Slide; Scaramanga; or the Solex Agitator) and read the paragraph that says Fire under that card.
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Decide Whether or Not to Fire on Purpose. Because you rolled the same or a lower number than the one on the green card (or because you have been in this room before), you can decide now whether Bond will fire on purpose or hold his fire. If you want Bond to fire, go to Step 6. If you want Bond to hold his fire, go to Step 7.
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Read the Top Card in the Blue Deck. You must now look at the Blue Card Summary Sheet, find the kind of card you picked (Mannequin; Mirror; Nick Nack; Bond's Double; the Slide; Scaramanga; or the Solex Agitator), and read the paragraph that says under that card.
Wounds and Dodges
Some of the blue cards (Mannequins, Nick Nack) will try to shoot Bond. The Mannequins are dummies made by Scaramanga, and they have guns; Nick Nack is Scaramanga's henchman. Whenever the Blue Card Summary says that Bond takes 1 Wound from a Mannequin or Nick Nack, Bond has one chance to Dodge the shot instead; roll two dice and, if you roll a 4 or less, Bond does not take the Wound (he ducked). If the roll is more than 4, Bond does take the Wound. Write down each time Bond takes a Wound. Once he has taken 5 wounds, Bond is killed, and the game ends.
Scaramanga's Shot. Scaramanga can also shoot at Bond. If Scaramanga is successful with his shot, he kills Bond. Bond cannot Dodge Scaramanga's shot.
Ending the Game
Bond wins when he finds the Solex Agitator and escapes. Bond loses if he is killed.
Escaping. Once Bond has found the Solex Agitator, he can attempt to escape. Moving as usual, he moves to any room on the outside edge of the maze. After doing all the Steps required in How to Play (and on the Blue Card Summary), he looks for the exit. To find the exit, roll two dice. If the dice roll is 10 or less, he has found the exit and immediately the game ends. If the dice roll is 11 or 12, Bond must move to another room. He must look for an exit until he finds one, but he cannot look for an exit in the same room twice in a row. Also, he cannot look for an exit if Scaramanga is in the room with him.