80 Days
80 Days Rulebook
Table of Contents
Table of Contents
Game Content
- 90 cards: 30 adventure cards (German), 30 adventure cards (French), 8 "London" adventure cards, 3 Arrival cards, 9 Newspapers, 10 assistants
- 90 coins: 75 grey coins (value 1), 10 yellow coins (value 5), 5 fix coins
- 44 items: 12 shoes, 8 revolvers, 8 hats, 8 umbrellas, 8 coats
- 16 line tiles
- 6 pass tiles
- 1 black market die
- 1 start marker
- 4 pawns (meeple)
- 4 character boards (each with a male and a female side)
- 1 double-sided game board (A + B)
- 1 game manual
Aim of the Game
The aim of this exciting race is to travel around the world as fast as possible, arriving back in London within five periods, and to complete as many adventures as possible, which you record in your travel diary.
Game Preparation
Before the first game, carefully push all pieces out of the punchboards.
- Place the game board with the desired side in the middle of the table (tip: for your first game we recommend side A).
- Place the black market die on the marked space of the game board.
- Depending on how many people are playing, place the "fix coins" on the respective areas of the game board:
- In a 2-player game, place 1 fix coin on each of the market areas (boutique and bazaar) as well as on each travel area (shipping, train ride, and special trip).
- In a 3-player game, place 1 fix coin on each of the market areas (boutique and bazaar).
- In a 4-player game, you do not need fix coins. Put them back in the box.
- Shuffle all the newspaper cards and place 5 of them face down on the marked spaces of the game board. Put the remaining newspaper cards back into the box.
- Everyone takes 1 character board of their choice and the matching coloured pawn. Select which side of the board you want to play with. Place the pawns on the starting city London on the game board.
- Shuffle the 30 adventure cards well and place them in a face-down pile next to the game board. Deal 2 adventure cards face down to everyone, and keep 1 of them. Return the unselected adventure cards to the bottom of the draw pile.
- Shuffle the 8 "London" adventure cards and place them in a face-down pile next to the game board (near the arrival city London).
- Place the 3 Arrival cards face up next to the game board (near the arrival city London).
- Place all items and all coins (with values 1 and 5) as a general supply next to the game board.
- Place four coins (value 1) from the general supply in the form of three stacks (2/1/1) on the juggler's marked spaces on the game board.
- Determine a starting player, who receives the start marker (cloud). The next person clockwise gets 1 grey coin from the general supply, the person after that receives 2 grey coins and so on.
Variant with Board Side B
If you are playing with side B of the board, consider the following:
- Shuffle the 16 line tiles face down and place them in any order on the marked squares of the lines on the game board. Then turn them face up. Note: The line tiles remain on these spaces for the entire game!
- Find the pass tile showing the start marker and place it on the marked square on the game board. Shuffle the remaining 5 pass tiles face down and place one more tile on the marked spaces than there are people participating in the game. Then turn the pass tiles face up. Put the remaining pass tiles back into the box.
- Example: In a three-player game, you use 5 pass tiles = 1 start marker tile + 4 more. In a game of four, you use all the pass tiles.
Module: The Assistants
If you play with the Assistants module, prepare the following additionally: Shuffle the 10 assistants face down. Deal 2 face down to everyone, keeping 1 of them. Return the unselected assistants to the box. Place them next to your character board. The assistants give you additional effects and action options in the game. A detailed explanation of all effects and special rules can be found in the Glossary.
Tip: Do not add The Assistants until you are more familiar with the game.
Gameplay
A game runs over five periods (I.-V.). Each period consists of three phases:
- Phase 1: Reveal newspaper
- Phase 2: Perform actions
- Phase 3: End of round
Phase 1: Reveal Newspaper
Reveal the newspaper card corresponding to the current period and:
- All of you take the indicated number of coins from the general supply.
- Many newspaper cards show an effect or special rule that applies to the current period. Note: A detailed explanation of all effects and special rules can be found in the Glossary.
Phase 2: Perform Actions
In the action phase, you take turns clockwise with exactly 1 action until no one can or wants to perform an action. There are different options from which you can freely choose one action. The person with the start marker always performs the first action of a period.
Action options:
| Board side A | Board side B |
|---|---|
| A. Travel | A. Travel |
| B. Buy | B. Buy |
| C. Juggling | C. (not available) |
| D. Pass | D. Pass (+ tile) |
E. Additional actions: You may also perform any number of additional actions before or after your action (see Additional Actions).
A. Travel
The game board shows the world map with different cities as well as the starting and arrival city London. All cities shown are connected with different lines. These lines correspond to the three ways to travel: by ship, train or special trip.
If you want to move your pawn from one city to the next, you must pay travel costs by placing a certain number of coins on the corresponding travel area of the game board.
Note: Only ever place grey coins on the game board. They have a value of 1. Use yellow coins (value 5) only for your personal supply. You can exchange them for grey coins at any time.
How many coins do I have to pay? The number of coins is always 1 more than the last person paid for it. Consequently, the first person pays 1 coin, the second 2 coins, and so on.
Important: Place the coins in the form of a stack in the corresponding travel area, ascending from left to right. This way you can always see how much the next person will have to pay.
Then move your pawn to the next city. You may also "travel back" this way. You can only take one travel at a time in your action. There can be any number of pawns in a city.
Note: If there is a fix coin in the area, the first person must already pay 2 coins for the action.
There may be any number of coin stacks in the travel areas!
Example: Antonia wants to travel by train. Since there are already three stacks of coins (1/2/3) on the "train" travel area, she has to pay 4 coins. She adds her 4 coins as a stack to the right.
Line costs: Some lines have line costs that you must pay in addition to the travel costs. These can be items or coins and are shown on the lines of the game board (side A). On game board side B, costs are shown on the line tiles.
Important: You always put the line costs back into the general supply, never onto an area of the game board.
Example: In order to travel by train, Antonia must also put a "revolver" from her suitcase into the general supply.
B. Buy
Throughout the game you will need numerous items. There are five different items that you can buy in two different markets:
- Shoes, hats and coats in boutiques
- Shoes, revolvers and umbrellas at bazaars
Important: To be allowed to buy an item, your pawn must be in the appropriate city.
- If your pawn is in a city with a blue triangle, you can buy in boutiques.
- If your pawn is in a city with red squares, you can buy in bazaars.
- If your pawn is in a city with a two-coloured circle, you can buy in both markets!
In addition, you must pay a certain number of coins and place them on the corresponding market area of the game board. Again: The number of coins is always 1 more than the last person paid for it. Consequently, the first person pays 1 coin, the second 2 coins, and so on.
Important: Place the coins in the form of a stack in the corresponding market area, ascending from left to right. This way you can always see how much the next person will have to pay.
Then take the item from the general supply and put it in your suitcase. You can only buy one item at a time in your action.
Note: If there is a fix coin in the area, the first person must already pay 2 coins for the action.
There may be any number of coin stacks in the market areas!
Black market: Regardless of your pawn's location, you may also choose the Black Market as a purchase action. Pay as described above and place the coins in the form of a stack, ascending from left to right, on the Black Market area of the game board. Then roll the black market die once and place the rolled item in your suitcase. If you roll the joker, you may choose any item.
My suitcase: All items you receive must be placed in the suitcase of your character board. The following applies:
- You may twist and turn the objects as you wish.
- The items must not protrude beyond the edge of the suitcase.
- The items must not overlap each other.
- You may rearrange the items in your suitcase at any time.
- You may remove any item from your suitcase at any time. Return it to the general supply.
- You do not put received coins in the suitcase.
C. Juggling (only for board side A)
Take a stack of coins from any field of the juggler on the game board.
D. Pass
If you can't or don't want to perform any of the other actions, you pass and thus exit the current period. You are not allowed to perform any more actions.
- Board side A: The first player to pass gets the start marker.
- Board side B: If you pass, take an available pass tile from the game board, including coins lying on top (see End of Round), place it in front of you and execute the effect immediately. Exception: in the last period (V.) you do not take a pass tile!
Note: If nobody takes the "start marker" pass tile, the start marker remains with the current person.
A detailed explanation of the effects of all pass tiles can be found in the Glossary.
E. Additional Actions
On your turn, you may take any number of additional actions before or after your action. These are: completing an adventure and/or searching for new adventures.
Structure of the adventure cards: All adventure cards have the same structure.
a) The left side shows the conditions you need to complete an adventure. The upper part determines the city where your pawn must be at the time of completing. The lower part shows the required items and/or coins you need.
b) The right side shows the narration of your adventure, the victory points and possibly a bonus effect.
Example: In order to complete this adventure, Antonia must be in a city with a blue triangle and return a coat and a revolver. She immediately has to execute the bonus (roll the black market die once). At the end of the game, this adventure is worth 3 victory points.
Completing an adventure: If you fulfil the conditions of your current adventure card, return all the required items and/or coins back into the general supply. Then carry out the following steps in order:
- Receive the bonus, if applicable. Important: You must always execute the bonus immediately! (The victory points are only relevant at the end of the game.)
- Slide the adventure card slightly offset to the right under your character board so that only the right half of the card is visible. If you complete more adventures during the game, slide the cards the same way under your already completed adventure cards, so that your travel diary is created here.
- Then draw 2 new adventure cards from the pile and keep 1 of them. Return the unselected adventure card to the bottom of the draw pile.
Search for new adventures: If you are not satisfied with your current adventure card, you may put 2 grey coins into the general supply to draw 2 new adventure cards from the deck. Keep 1 of them and return the unselected adventure card to the bottom of the draw pile. You can only keep exactly 1 adventure card in your hand at any time.
Phase 3: End of Round
Once everyone has passed, the action phase ends. Carry out the following steps after periods I.-IV.:
- Return all coins from all travel and market areas to the general supply (but not the fix coins).
- Remove the face-up newspaper card from the game.
- If you play with the Assistants, turn them back to the front if necessary.
- Board side A: Fill up the marked spaces of the juggler again with coins (value 1) from the general supply and form three stacks (2/1/1) from them. Board side B: Place 1 grey coin from the general supply on each of the two remaining pass tiles (even if the tile already has coins on it from previous periods). Now put back the pass tiles on the marked fields of the game board.
- Begin the new period with Phase 1.
The Arrival in London
Important: You need at least 4 completed adventures in your travel diary to be allowed to enter the arrival city London!
As soon as you reach the arrival city London, you proceed like this:
- Take the arrival card with the highest victory point value that is still available.
- Slide your current adventure card face down under the draw pile and draw 2 "London" adventure cards instead. Keep 1 of them and return the unselected card to the bottom of the draw pile.
For the rest of the game, you are not allowed to perform the Travel action anymore. However, all other actions are still available to you. In the arrival city London, you may perform the buying action in all markets, completing and drawing more "London" adventures until the end of the game.
End of Game and Final Scoring
The game ends as soon as everyone has passed in the action phase of period V. Now do the final scoring.
- Travel diary: Add up the victory points on your completed adventure cards.
- Race: Add the points from your arrival card if you have one.
- If you play with the module The Assistants, you may receive additional victory points.
- Not back in London? Each person who has not made it to the arrival city London by the end of the game must subtract 5 points for each city their pawn stands away from London. Choose the path with the fewest lines.
Example: At the end of the game, Antonia's pawn is 4 cities away from London. She must subtract 20 victory points.
Whoever has the most victory points in total wins. In the event of a tie, the person with the most coins in possession wins. If there is also a tie, all participants in the tie share the victory.
Designer Rule: Colors Festival
Boutiques and bazaars are popping up on every street corner. You may buy from boutiques and bazaars in any city, regardless of the shape and colour of the city. (Use this variant if you want a lighter feeling at the table, especially with casual and family players.)
Glossary
Iconography (on adventure cards and die)
- Roll the Black Market die once and place the rolled item from the general supply in your suitcase.
- Take any 1 item from the general supply and place it in your suitcase.
- Take the indicated number of grey coins from the general supply.
- Travel for free by boat to the next city. You don't pay any line costs either.
- Travel for free by train to the next city. You don't pay any line costs either.
- Travel for free by special trip to the next city. You don't pay any line costs either.
- Travel for free by boat, train, or special trip to the next city. You don't pay any line costs either.
Newspapers
Stormy Today. Take all 12 grey coins each. Place two coins in the form of a stack on the travel area of the shipping. The cost of shipping starts at 3 coins.
The Broken Mirror. Take all 12 grey coins each. Place two coins in the form of a stack on the travel area of the train ride. The cost of the train ride starts at 3 coins.
The Foggy Journal. Take all 13 grey coins each. Place two coins in the form of a stack on the travel area of the special trip. The cost of the special trip starts at 3 coins.
Good Times. Take all 14 grey coins each.
Santa Express. Take all 11 grey coins each. Everyone gets to roll the black market die once and put the item in their own suitcase.
The Independent. Take all 12 grey coins each. The cost of the black market for the entire period is always exactly 2 coins.
Sunday Express. Take all 11 grey coins each. You may use the travel section Special trip also for trips by train or ship. Pay the costs on arcs as usual.
The Guardian. Take all 12 grey coins each. You need a revolver in your suitcase for the train ride. You do not have to hand it over when traveling. You can buy revolvers in both markets during this period.
The Observer. Each person may choose:
- a) Take 13 grey coins and return one item from your own suitcase to the general supply, OR
- b) Take 10 grey coins without giving away any item.
If you don't have an item in your suitcase, you must choose b).
Assistants (module)
Note: "As action" replaces your normal action.
Paul, the sensitive hatter. As an action: Pay 2 grey coins into the general supply and put 1 hat in your suitcase.
Leonard, the experienced globetrotter. As an action: Pay 3 coins into the general supply to travel on any route. Line costs must be paid!
Mary, the magic nanny. Once per period, as an action: Put 1 umbrella from your suitcase into the general supply to move your pawn from your current to an adjacent city. You don't pay any line costs either. Then turn the assistant card Mary over to the back side.
Jill, the bold magician. Once per period, as an additional action: Swap any 1 item from your suitcase with any 1 item from the general supply. Then turn the assistant card Jill over to the back side.
Luigi, the nimble sportsman. Once per period: You may immediately perform another turn. After that, turn the assistant card Luigi to the back side.
Albert, the sneaky poker player. In the black market: you may roll the die up to three times and get 1 item. After each die roll, you must decide whether to take the item you just rolled and not roll again, or not take the item and roll again. You may only ever take the item that the last die roll shows.
Alex, the curious scout. Each time you draw new adventure cards, you draw 3 from the deck and keep 1 of them.
Amelie, the dreamy poetess. At the end of the game: You get extra points for the number of fulfilled adventures in your travel diary. 1 victory point for 3 adventures, 2 for 4, 4 for 5, etc.
Jean, the strong helper. You have a second suitcase, which brings you extra space for items.
Matilda, the callous gunslinger. At the beginning of the game you receive 2 revolvers, which you place on the assistant card. You may use them as if they were in your suitcase. Put the assistant card Matilda back in the box after using both revolvers. She is no longer available for the rest of the game.
Pass Tiles (only for board side B)
Me first! Take the start marker. You start the next period.
New adventures! Discard your adventure card and draw 3 new adventure cards from the deck. Keep 1 of them and return the others to the draw pile, face down.
And bye! Travel for free by special trip to the next city. You don't pay any line costs either.
Give me the money! Take 2 coins from the general supply.
What do you have on offer? Roll the black market die once. Put the rolled item in your suitcase.
Time for a swap! Swap any item from your suitcase with any item from the general supply.