G.I. Joe Adventure Board Game
G.I. Joe Adventure Board Game Rulebook
Table of Contents
Table of Contents
Object and Equipment
AGES: 6 and up
PLAYERS: 2 to 4
OBJECT: To collect 100 points by reaching objectives before opponents.
EQUIPMENT:
- GAME BOARD (1)
- DICE (2)
- STANDS (4)
- CHARACTER PLAYING PIECES (9)
- INFANTRY SOLDIER
- RANGER
- COMMANDO
- MORTAR SOLDIER
- LASER RIFLE
- COMMUNICATIONS OFFICER
- MACHINE GUNNER
- BAZOOKA SOLDIER
- COUNTER INTELLIGENCE
- OBJECTIVE CARDS (16)
- 2 — RADAR
- 2 — VILLAGE
- 2 — COBRA AIR STRIP
- 2 — SPANISH FORT
- 2 — COL. SHERIFF'S FORT
- 2 — OASIS
- 2 — SAND DUNES
- 2 — DESERT AIR STRIP
- EQUIPMENT CARDS (32)
- 8 — HYDROFOIL
- 6 — VAMP
- 6 — TANK
- 4 — ARTILLERY LASER
- 4 — MISSILE SYSTEM
- 4 — ATTACK CANNON
The Game Board
The G I Joe ADVENTURE GAME BOARD is divided into — 2 ADVENTURE AREAS and 2 TRAINING AREAS.
ADVENTURE AREAS: All players in this game are members of the G I Joe ADVENTURE TEAM and are trying to reach OBJECTIVES in either COBRA ISLAND or in the DESERT KINGDOM ADVENTURE AREAS.
TRAINING AREAS: Before a player can go to the ADVENTURE AREAS successfully, he must go into TRAINING at either FORT WADSWORTH or the PENTAGON. At the beginning of the game all players must START at either of these TRAINING AREAS. Players use only 1 die to move in these areas and all players must follow the direction of the arrows (Clockwise). Players may leave a TRAINING AREA at any time they return to the START — SECURITY GATE. Players use 2 dice on the next move after leaving a TRAINING AREA.
CHARACTER PLAYING PIECES: Punch-out the 9 G I Joe TEAM MEMBERS included with the game. Each player in turn determines which team member he wants to be for playing the game. (See PREPARATION).
Cards and Spaces
OBJECTIVE CARDS, BATTLE CARDS, EQUIPMENT CARDS: Separate these 80 cards before playing the game and divide them into separate piles.
GAME SPACES: These are ovals of several colors on the GAME BOARD. Together, they make up the PATH.
LIGHT BROWN SPACE: When a player lands on one of these, he follows the directions telling him where to place his character playing piece.
JET PACK SPACE (ORANGE): Landing on these orange spaces by exact count allows the player to jump immediately to the next JET PACK SPACE. His turn is then over.
EQUIPMENT SPACE: A player can only land on these spaces if he has the equivalent EQUIPMENT CARDS. There are 3 types of EQUIPMENT SPACES — HYDROFOIL (Blue Space), VAMP (Green Space) or TANK (Light Green Space). When a player lands on these spaces, he gives up the equivalent EQUIPMENT CARD, returns the card FACE DOWN under the pile of EQUIPMENT CARDS and continues his journey. Note: The only way to get to COBRA ISLAND is by HYDROFOIL. Even if a player uses a JET PACK for part of the way, he must have a HYDROFOIL card to complete the journey.
SNEAK ATTACK SPACE (YELLOW): When a player lands on one of these yellow spaces by exact count, a player must immediately roll both dice to determine who wins the Sneak Attack: your GI Team Member or COBRA — THE ENEMY. The white die represent the player and the dark die represent COBRA — THE ENEMY. When a player rolls the dice, if the number on the white die is greater than the dark die, the player wins and may move forward the number shown on the white die. If the number on the dark die is greater, then the player must move back by that number. If there is a tie, the player remains where he is.
BATTLE SPACE (YELLOW): When a player lands on one of these yellow spaces by exact count, the player takes a BATTLE CARD from the BATTLE CARD PILE, follows the instructions on the card and returns the card FACE DOWN under the pile of BATTLE CARDS. Three things can now happen: If the player wins the battle, he gets 1 extra turn. If he loses a piece of equipment in his possession, he must return it under the EQUIPMENT CARDS. If he does not have the equipment referred to, then there is no action on the turn.
OBJECTIVE SPACE (RED): Each Objective Card scores the number of points shown. Once a player reaches his Red Objective Space, he takes another Objective Card from the pile.
A player does not have to land on his Objective Space by exact count. When the player lands on the Objective Space without using up all the spaces allowed by the number on the dice, then he may immediately draw the next Objective Card and begin his journey to his next Objective with the remaining spaces allowed in that turn.
To reach a new Objective that is in another Adventure Area, the player must ESCAPE and move his Playing Piece along the PATH to the Nearest AIRSTRIP (there is an AIRSTRIP in each Adventure Area). When the player reaches the AIRSTRIP, the player may move on his next turn directly to either the AIRPORT next to FORT WADSWORTH or the PENTAGON. The player then can decide whether to proceed directly to his next objective, or whether to return to TRAINING to collect more EQUIPMENT CARDS before going to the objective.
To reach a new Objective in the same Adventure Area, the player may go directly toward it on the path.
Preparation
Determine which player takes his turn first by rolling 1 die. Highest number determines who goes first. Starting player has 1st choice of playing pieces and is the dealer. Play continues to the left. Each player chooses which of the 9 G I JOE TEAM members he wants to be. Each player takes the character card and inserts it in one of the black plastic bases. This is his playing piece.
Shuffle BATTLE CARDS (Yellow) and stack in pile FACE DOWN. Shuffle EQUIPMENT CARDS (Green) and stack in separate pile FACE DOWN. Shuffle OBJECTIVE CARDS (Red) and deal 1 card to each player then stack remaining cards in a pile FACE DOWN.
OBJECTIVES: Each player should look at his OBJECTIVE CARD and locate the Objective on the Game Board. Each player will have to get to his Objective in order to keep the card and the number of points shown on it.
Let's Play
Each player starts on the "START" — Security Gate space at either TRAINING AREA — FORT WADSWORTH or THE PENTAGON. Roll 1 die for the FORT WADSWORTH or PENTAGON TRAINING AREAS.
The first player rolls 1 die and moves the number of spaces shown on the die. He collects EQUIPMENT CARDS from the EQUIPMENT CARD PILE as the spaces in the TRAINING AREA direct.
Play proceeds to the left with each player rolling 1 die and following the instructions on the spaces. A player may leave the TRAINING AREAS at any time the player comes back to the START space. However, once out of the Fort Wadsworth or Pentagon areas, player must use 2 dice.
If a player lands on a space directing him outside the TRAINING AREA, he must leave the area on that turn although he can return to TRAINING on his next turn.
MOVEMENT OF PLAYING PIECES: When a player is instructed to move forward or backward either by BATTLE CARD, SNEAK ATTACK, or any other directive, the player may move the playing piece on whichever paths are the most advantageous. For example, if the player is penalized and must move backward a certain number of spaces, the player does not have to go back the way he originally came.
Two players may not occupy the same space. If a player lands on a space already occupied, the first player must retreat 3 spaces.
Winner
As each player reaches his Objectives, he keeps the Objective Card and draws a new card from the Objective Card Pile.
The first player to collect OBJECTIVE CARDS totaling 100 points is the winner. Games can be made longer by raising the number of points needed to win.