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James Bond 007

James Bond 007 Rulebook

Table of Contents

Table of Contents

  • The Idea of the Game
  • Components of the Game
  • Preparation for Play
  • Rules for Play

The Idea of the Game

In a laboratory situated on an island, scientists have found a formula for manufacturing a sensational new rocket fuel. You are one of two, three or four secret agents disguised as JAMES BOND who are eager to obtain it. Starting from LONDON, PEKING, CAIRO or NEW YORK and playing your cards skillfully, you may reach the island first and obtain the brief case containing the secret documents. But wait! You have to bring it back to your starting point. Your opponents may with foresight, skill and luck waylay you and seize the brief case, which may change hands several times. All players are kept in suspense until one of them has brought the brief case safely back to their base. They are the real JAMES BOND and the winner of the game.

Components of the Game

  • 1 Playing Board
  • 1 Set of 72 cards, comprising:
    • 32 Air Travel cards (2 each of 16 different routes).
    • 6 Helicopter cards (for travel from "H" to "B" or "B" to "H").
    • 4 Helicopter cards (for travel from the island to points "B").
    • 4 Swimming cards (for crossing to the island or vice versa without a boat).
    • 12 Gate cards (3 each North, East, South and West for access to and departure from the island).
    • 4 Document cards ("at the centre of the island," etc.).
    • 8 Document cards ("take the documents," etc.).
    • 2 Spare cards to replace lost cards.
  • 4 Boats
  • 4 Cars
  • 1 Case containing the secret documents
  • 4 "JAMES BOND" Figures (each with a base of different colour).

Note: To indicate when a player is travelling by boat or car his figure is placed over the pin provided.

Preparation for Play

Place the four boats on circles marked "B", the four cars on circles marked "C", the case at the centre of the island. Each player chooses one of the bases (LONDON, NEW YORK, PEKING OR CAIRO) and one of the JAMES BOND figures and places the latter on the circle in front of the base. The cards are shuffled: nine cards are dealt to each player and the remainder (the pack) placed face downwards on the table. Play can now begin, the youngest player starting, the one of his left following and so on.

Rules for Play

1.

a) A player may frequently make moves without the use of a card (see 4, 5, 6, 7, 8 and 9). In other cases they move by playing a card, which they show to the other players before placing it, face downwards, upon the discard pile. They must replace this card by picking up the top card from the pack.

b) If they cannot or does not want to move at his turn they discard two of their cards, placing them on the discard pile without showing them to their opponents, and replaces them by the top two cards of the pack. Throughout the game each player holds nine cards. When the pack is exhausted the discard pile of cards is shuffled and becomes the pack.

2.

a) Moves can always be made in any direction except when using a Helicopter card "On the island…"

b) Two or more figures may occupy the same spot.

c) It is unnecessary for the winner to have visited the island. A player may prefer to stay in another area on the board hoping to rob one of their opponents on their return journey.

b) The following rules govern the moves on and from the various sections of the board.

Editor's note: the source prints two items lettered "b)" under rule 2 (the second follows item c); both are transcribed as printed.

3. By 'Plane.

Moves in the aerial circuit (outer blue ring) are made by playing the appropriate air travel cards. There are two cards linking each airport with airports one or two spaces away and each card may be used in either direction.

4. From 'Plane to Car.

The move from the aerial circuit to the car circuit (green) or vice versa is made along one of the thick black lines (Airport to "C") in one turn, without the use of a card. The first player to reach a car may take it.

5. By Car.

Moves in the car circuit (green) are made without cards. A player having a car can move one or two spaces in one turn at their discretion, or if they have no car, one space at a time only. The car must be abandoned at the place at which the player leaves the circuit. It can subsequently be used by any player arriving at that place.

6. From Car to Lake Shore.

Access from the car circuit to the lake shore (yellow) or vice versa can be either along a thick black line using one turn but no card, or by helicopter from any of the points "H" to one of the adjacent points "B", using the appropriate Helicopter card.

7. Along the Shore.

Moves along the lake shore (yellow) are made without the use of a card, one space at each turn.

8. Across the Lake.

A player may cross the lake in one of two ways:

a) If a boar [sic: boat] is available at point "B" they may take it an cross the lake in one move without the use of a card (boats must be abandoned at the gate on arrival or

b) If the boat has been taken, they may, by playing a swimming card, cross the lake in two turns. (Obviously they discard the swimming card after the second turn.)

In either case, they must, on arrival, play the appropriate "gate" card (this does not count as a separate turn). So one must have the appropriate "gate" card in hand before crossing to the island.

Editor's note: item (a) is printed as an unfinished sentence ("…abandoned at the gate on arrival or") and the words "boar" and "an" are printed as shown; the source text is not completed here.

9. On the Island.

A player may move across the island from any gate to any other without the use of a card, using one turn.

10. Getting the Documents.

On the turn following arrival at the island, a player may play the card "At the centre of the island you gain possession of the documents." They hand the brief case on to their figure. This completes the first phase of the game and the player with the documents will then attempt to reach their base while the other players will attempt to take the documents away from them.

11.

Editor's note: rule 11 is numbered in the source but has no text printed under it. Nothing has been supplied here.

12. Getting the Documents.

A player may leave the island by any gate, playing the appropriate "gate" card. If there is a boat available at the gate in question they may use this on the following move to reach the appropriate point "B", or he may swim by playing a "swimming card", taking two turns. They may also, by playing one of the Helicopter cards marked "On the Island…." proceed direct from the centre of the island to any of the points marked "B" and in this case no "gate" card is required.

Editor's note: rule 12 carries the same heading as rule 10 ("Getting the Documents") in the source; it is transcribed as printed.

13. Robbery.

A player may seize the documents from another player if they land on the same space and at the same time plays the appropriate card ("Take the documents…"). The player so robbed may, when his turn arrives, immediately retrieve the documents by playing a similar card, if they have it, and may then make a move as part of the same turn. When seizing the documents, therefore, it is possible that a player will play two cards in one turn and consequently they pick up two cards from the pack.

14. Home!

As soon as any player reaches their base with the documents, they have won and the game ends.