Globetrotter
Globetrotter Rulebook
Table of Contents
Table of Contents
- Contents of Your Trunk (Game Components)
- Preparing for the Journey (Game Setup)
- On Your Mark, Get Set, Go! (Game Flow)
- Rounding the World (End of the Round)
- Receiving Points
- Preparing for the Next Round
- Winning the Bet (Finishing the Game)
- Victory Points
- Short Game
- Variation: Parking Spaces Are Filled From the Beginning
Contents of Your Trunk (Game Components)
- 49 Movement Cards: 7 kinds of vehicles (bicycle, motorcycle, hot air balloon, ship, aeroplane, hang glider, car) in 7 colors each (red, sky blue, orange, blue, yellow, green, pink)
- 25 City cards (double-sided)
- 3 Parking Spaces
- 1 Skeleton Key
- 1 Start Player Marker
- 1 Finish Marker
- 5 Character Pieces (Uncle Boar, Prof. Dog, Brother Horse, Sister Bird, Princess Cat)
- 40 Victory Chips: 15 10-point chips, 5 5-point chips, 20 1-point chips
- 1 Summary Card
- These rules
Preparing for the Journey (Game Setup)
This game is played for a number of rounds equal to the number of players.
For a shorter game please see the instructions on page 8.
Shuffle all of the City Cards and place 12 cards in a circle similar to the 12 numbers on a clock to form The World. The other City Cards will not be used this round.
Note: City Cards are double sided. When shuffling also randomly flip some cards over.
Place the Finish Marker on the first City Card that was laid. This marks both the start and finish of this Around-the-World Race. From now on each of the 12 City Cards forming The World will be referred to as "City".
Each player selects one Character Piece and places it near the City with the Finish Marker, and prepares to race around the world in a clockwise fashion.
Deal 5 cards from the shuffled deck of Movement Cards to each player. The remaining cards will form a Movement Card Deck.
The player who has gone on the most trips becomes the first start player. The Start Player Marker is placed in front of that player.
In following rounds the Start Player Marker will be passed to the player to the left (moving clockwise). In turn order, each player has one chance to discard as many cards from their hand of 5 as they choose and draw back up to 5 cards.
Then the discard pile and the remaining Movement Card Deck are shuffled together to form a new Movement Card Deck. The top card of the Movement Card Deck is turned face up and placed in the center of The World. This forms the initial Travel Journal. The Travel Journal shows a color and a vehicle. Place the Movement Card Deck (face down) next to the Travel Journal.
Place the Skeleton Key next to the Movement Card Deck.
Place the 3 Parking Spaces outside, but near The World.
On Your Mark, Get Set, Go! (Game Flow)
Starting with the Start Player, each player takes one turn in clockwise order.
On your turn you must take at least 1 of the 2 following actions. If you like you may do both actions. You can take the actions in either order, but after your character movement your turn ends immediately.
Example: After placing a card on the Travel Journal, you draw a card from the Movement Card Deck etc.
Action 1: Draw a card from the Movement Card Deck or from one of the Parking Spaces. Additionally you may place one card on a Parking Space.
Draw a card from the Movement Card Deck or from one of the Parking Spaces. There is no limit to the number of cards a player may hold.
As the second part of this action then you may place one card in an empty parking space if there is an empty parking space.
If a player does not draw a card (from the Movement Deck or a Parking Space) then they may not place a card in a Parking Spaces.
Action 2: Play one or more cards from your hand to the Travel Journal.
Take one Movement Card from your hand that matches the color or vehicle of the top card of the Travel Journal. This card becomes the new top card of the Travel Journal.
In this manner you may continue playing as many Movement Cards as you wish, one at a time, on the Travel Journal.
Since cards are played one at a time, each played card becomes the new top card of the Travel Journal.
During the game the players are not allowed to check the previously played Movement Cards under the top card of the Travel Journal.
Example: There is a yellow car on top of the Travel Journal. You may play these cards in this order: Pink car, pink hot-air balloon, green hot-air balloon.
(Illustrated examples: yellow car; pink car (same vehicle); pink hot-air balloon (same color); green hot-air balloon (same vehicle).)
Advance your character
Based on the final Movement Card that you played to the Travel Journal and if you have cards left in your hand your Character Piece might continue his Journey by moving around The World. When you advance your Character Piece your turn immediately ends.
a) Compare the last card you played on the Travel Journal and your Character Piece's next City (the next City clockwise from your Character Piece). If they show the same color or the same vehicle: Move your Character Piece (clockwise) one space to the next City, and end your turn.
b) If you played all of the cards from your hand to the Travel Journal, so you have no more cards in your hand: Draw a new hand of 5 Movement Cards from the Movement Card Deck, and move your Character Piece (clockwise) 2 spaces, and end your turn.
c) If you managed to complete both of the above conditions, namely you used all of your Movement Cards and the top Movement Card on the Travel Journal matches the color or vehicle on the City one space clockwise from your Character Piece: Draw a new hand of 5 Movement Cards from the Movement Card Deck, and move your Character Piece (clockwise) 3 spaces, and end your turn. Effectively you get both results when completing both conditions.
Example: From the diagram on page 2 "Preparing for the Journey (Game Setup)": The top card of the Travel Journal is a Yellow Car and a yellow motorcycle is played on that. On the next City is depicted a light blue motorcycle. The vehicles (motorcycles) match, so in this case the player moves his Character Piece one space to the City showing the light blue motorcycle.
If the Movement Card Deck runs out leave the very top card of the Travel Journal and shuffle the remaining Travel Journal cards, to form a new Movement Card Deck, and continue drawing from this new deck.
If the Movement Card Deck is exhausted and the Travel Journal only has one card and you still need to draw more cards, then you may randomly draw cards from the same or different players until you've drawn the number of cards needed. However you may not draw a card from a player that only has 1 card remaining in their hand.
Note: The City with all of the vehicles and colors written on it can be used as any vehicle and any color combination.
Getting the Skeleton Key
On your turn if you manage to play 3 cards in a row to the Travel Journal with the same vehicle or the same color then you can take the Skeleton Key and place it in front of you regardless of if it is unclaimed or if it is already in front of another player.
The Skeleton Key acts as a wild card that can be used any time during your turn (even immediately after you get it). If you return it to the center of the table you may then play any Movement Card from your hand even if the vehicles and / or the colors don't match.
You can't get the Skeleton Key twice on the same turn even if you play 3 additional cards with the same movement or vehicle.
Rounding the World (End of the Round)
After someone makes it around the world and back to the City Card with the Finish Marker, the current round continues so that everyone has had the same number of turns ending with the player to the right of the player with the Start Player Marker. Then the round ends.
Receiving Points
When the round has finished every player looks at each player behind them and counts individually how many City Cards behind the other players are, and they take that many points. They add all those points together and take the appropriate score chips.
Preparing for the Next Round
After finishing scoring for the previous round we return to "Preparing for the Journey (Game Setup)".
Collect all the City Cards and shuffle them, and then deal out a new World. Then place the Character Pieces near the Finish Marker.
Gather all the Movement cards and shuffle them together then deal each player a new hand of 5 cards.
The Start Player moves clockwise, so give the Start Player Marker to the player to the left.
Each player attempts to better their hand then one Movement Card is placed to form a new Travel Journal. Then the new start player begins the new round.
Winning the Bet (Finishing the Game)
The game is played for the same number of rounds as the number of players, which is to say after each player has been the Start Player for one round then the game is over. At the end of the game each player adds up their Victory Chip values and the player with the most total victory points is the winner.
In case of a tie, whether using normal rules or short game rules, each of the tied players takes one additional turn. After that turn the player among the tied players farthest around The World is the winner.
2 turns of each player's actions leading up to the end of the round
Movement: Sister Bird plays 4 cards in turn to the Travel Journal from her hand. The last card she played, a yellow car movement card, corresponds to the yellow on the next City Card clockwise from her Character Piece, so her Character Piece advances to that City Card. Also she played 3 yellow cards in a row, so she takes the Skeleton Key and places it in front of her.
Finish!: On the next turn Sister Bird uses the Skeleton Key to play the last card in her hand (even though it doesn't match the color or the vehicle). She's played all the cards from her hand, so she moves 2 spaces passing the City Card with the Finish Marker. Sister Bird is the Start Player, so every other player takes one last turn. Princess Cat and Prof. Dog make it to the City Card with the Finish Marker, but Brother Horse wound up way behind.
Victory Points
Sister Bird is 1 step ahead of Prof. Dog, so she gets 1 point. Similarly she gets 1 point for being 1 City ahead of Princess Cat. She's 4 Cities ahead of Brother Horse, so she gets 4 more points for a total of 6 points.
Princess Cat and Prof. Dog are 3 Cities ahead of Brother Horse, so they each get 3 points.
Brother Horse sadly gets no points since there is no one behind him.
Short Game
The Short Game is played over only 2 rounds with the following slight changes.
The player who earned the fewest victory points in Round 1 becomes Round 2's Start Player.
The Short Game ends after 2 rounds.
If players are tied for most victory points then the player whose Character Piece has traveled farthest around the world in round 2 is the winner.
Variation: Parking Spaces Are Filled From the Beginning
At the beginning of each round randomly place 1 Movement Card in each of the Parking Spaces. This increases the number of places to draw from in the early part of the round.