Europareise
Europareise Rulebook
Table of Contents
Table of Contents
Contents
- 1 playing board, printed on both sides
- 168 destination cards (with photo)
- 28 instruction cards
- 6 playing pieces
- 6 flags
- 6 flight plans
- 1 dice
Aim of the Game
Play your way around Europe! Destination cards dealt at random determine a new travel route for each player each time. Whoever plans his route through six European towns the most skilfully and gets back to the start/finish point first is the winner.
Preparing the Game
The players decide together on which side of the board they wish to play Explore Europe: on the physical map (as in an atlas) or on the map with the little illustrations. The game is played the same on either side.
The instruction cards are placed in a pile next to the board.
The town cards are sorted into colours and placed in three stacks with the picture side uppermost. Each stack is shuffled separately.
Each player takes a playing piece and the flag of the same colour. In addition each player receives a flight plan.
Start and Finish
Each player begins his tour of Europe from a different town. So everybody takes a destination card, each one of a different colour. For example: the first player gets a red destination card, the second a blue one, the third a yellow one, the fourth a red one again, and so on.
The town indicated on this card is the start and finish of that player's journey. Each player puts his flag on this town as a marker on the board.
Travel Route
Each player then receives six more destination cards, two of each colour. These cards indicate through which towns that player must travel across Europe.
If the players wish to extend the playing time more cards can be distributed.
To make it easier to find the towns, there is a letter and a number on each card. These refer to the grid indicated on the edge of the board. As the diagram shows, Oslo for example is to be found in square D 3.
Each player looks at his destination cards to work out the fastest route for himself.
Rules of the Game
Play is in a clockwise direction.
The youngest player may start. He rolls the dice and moves his playing piece forward by the number of towns corresponding to the number on the dice. If he goes through or lands on one of the towns he has to visit, he hands in the card for that town.
Players may move in all directions, but not back and forth along the same path in one go. Players may pass other playing pieces and flags. However, no two playing pieces may sit on the same town. If the move ends on a town where there is another flag or playing piece, the player must stop on the previous town and may only continue his journey on his next turn.
There is no extra turn after rolling a six.
Instruction Cards
If a player rolls a one, he has a choice: either he moves his playing piece one space further or he remains where he is and takes an instruction card. He must carry out the instruction straight away.
Land Connections
The solid lines represent roads or railways. Where these travel connections are interrupted by the illustrations on the board the lines still count as through routes nevertheless.
Sea Connections
If a player moves onto a harbour town and wishes to use a sea route, he must stop there (losing remaining points on the dice). On his next turn he can move along the dotted sea route to the next port. The dice is not thrown for sea voyages, as a player may only move as far as the next port in one turn.
Air Connections
The towns with a red dot can also be reached by aeroplane. By skilful use of the air connections a player can advance more quickly. If a player reaches a town with an airport and still has points left on the dice, he can continue the tour by plane in the same go. The flight plan indicates how far he can fly.
The flight plan is divided into six areas. A flight within one area costs 2 points on the dice. Example: a flight from Moscow to Oslo costs 2 points.
If a player wants to fly from one area to one immediately next to it, he needs 4 points. Example: a flight from Lisbon to Athens costs 4 points on the dice.
Only straight line flights from one area to the next are allowed, not diagonal ones.
A player may fly once per go. The airport which he wishes to fly to must be free with no other player's playing piece or flag on it. If the airport is not free the player must choose another connecting flight or move on normally by land or sea.
If the player still has points left after the flight, he moves that number of points after arrival at the airport.
End of the Game
Whoever is the first back to his start and finish town, having got rid of all his destination cards, has won the game. The remaining players can continue the game to see who comes second and third.