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Jet World

Jet World Rulebook

Table of Contents

Table of Contents

  • Setting Up the Game
  • Rules (for 4 Players)
    • Traveling
    • Trading
    • Special Sales Cards
    • Defense Strategy
  • Ending the Game

Setting Up the Game

The GAME Board shows the Cities and Travel Routes. Place it between all players.

Remove the cover of the World PRICE Board. Follow the instructions printed on the INSIDE of the World PRICE Board cover to insert collar button.

The World PRICE Board shows the prices of the Traded Articles. Place it in view of all players. Turn the knob on top in direction of arrow until a line of Numbers appears in the windows. The Number showing opposite each Article is the Market Value, in Thousands of dollars, at that time. For example: DIAMONDS—4 means that a single DIAMOND Article Card is PRICED at four thousand dollars ($4000).

The World TRADE Board is used to hold the Article Cards and to show which City Airports are OPEN for Trading. Assemble it as shown in Fig. 1 and bend the 24 tabs forward as in Fig. 2. Place it within reach of all players.

The ARTICLE Cards show a picture and the Price Range of Traded Articles. Shuffle and place 4 of them, Picture side down, on each of the 6 TOP Tabs of the World TRADE Board, as shown in Fig. 3.

The location of the Articles should NOT be known to any of the players.

NOTE: For a THREE player Game, place 3 Cards on each Tab and only 2 Cards for a TWO Player Game.

The six DESTINATION Cards show the Airport Cities. Shuffle and place them, Flag side down, on the center of the Game Board.

Separate the FLIGHT and SPECIAL SALE Cards into two packs. Shuffle each pack and place it, MESSAGE side down, on its marked space on the Game Board.

JET AIRPLANES: Remove the "Pan Am" labels from the sheet and press one onto each side of the upright part of the Jet Plane stands. Each player uses the Jet that matches the Home Base Circle nearest him. It is that Jet's starting space.

One player acts as BANKER. At the start of the game, he gives each Player $50,000.

Rules (for 4 Players)

The top DESTINATION Card is drawn and placed in its matching slot on the World TRADE Board with the City name and Flag showing (see Fig. 3). This City is now OPEN for Jet Travel and Trading. At the beginning, and until a Jet reaches there, this is the ONLY OPEN City.

High roll on the dice plays First. Other players follow in turn, clockwise.

Traveling

  1. The player rolls the dice and moves his Jet from his HOME BASE around the outside of the board that number of spaces, in either direction.

  2. When a player's Jet stops on a colored Circle or Square, it does as follows:

    a. If it stops on a BLUE circle, the player draws the top blue FLIGHT Card from the pile on the board. He does as the message says and returns it to the bottom of the pile.

    b. When a Jet stops on a GREEN circle, the player draws a green SPECIAL SALES Card. He follows the directions on it, if possible, and returns it to the bottom of the pile. (These cards are more fully explained later.)

    c. When a Jet stops on a RED circle, the player turns the knob on the World PRICE Board counterclockwise, (in the direction of the arrows), only until the next row of Numbers appears.

    d. When a Jet stops on a YELLOW square, a City Airlane junction, the Jet stays there until the player's next turn; then if the city is NOT OPEN the Jet continues (either way) around the outside of the board. If the city is OPEN, the player has the option of continuing around the board, or following the Airlane (of Jet circles) toward that City. Once a Jet has entered a City Airlane, it must continue in that direction until it reaches the last (square) space. It does not have to reach there by an exact count.

  3. When a Jet stops on a space occupied by an Opponent's Jet, it moves one space ahead of that Jet. If there is a row of two or three together, the Jet moves one space ahead of the furthest one. When the LAST Jet to be passed is on a YELLOW square by an OPEN City, the player may, if he chooses, place his Jet on the first circle in that City's Airlane.

  4. Jets may travel on the Outside Path of Circles and Squares in EITHER direction. However, BEFORE the roll of the dice, a player's Jet must be turned in the direction he wants it to travel, and that is the direction it MUST be moved in that turn.

  5. Whenever a Jet is FIRST to reach an OPEN City (the square at the end of the Airlane), another DESTINATION Card is drawn and placed in its matching slot on the World TRADE Board.

Now all Jets may travel to this OPEN City, as well as other previously OPEN Cities. A Jet may fly to any OPEN City having one or more articles for sale, in any order, and may fly to the same OPEN City more than once.

Trading

  1. When a Jet lands at an OPEN City, the player who owns it MUST BUY AN ARTICLE, following these rules:

    a. The player whose Jet is the first to an OPEN City secretly looks at all 4 of the ARTICLE Cards on the top FREE tab under that City.

    b. After referring to the World PRICE Board, he selects one Article (Castles, Sports Cars and Diamonds usually are the higher Values). He pays the Banker the Price showing on the World PRICE Board. Remember, each Number on the Price Board indicates the amount in Thousands of Dollars: 8 = $8,000.

    c. The player places the ARTICLE Card purchased in front of him, Picture side up, and hangs the three remaining cards "Article Card" side out on the $2,000 tab, second from the top in the column under that OPEN City.

    d. The player then immediately places his Jet back in his HOME BASE and his turn ends.

  2. The second player to fly to that OPEN City follows the same procedure as the first player, but he must pay the $2,000 tax to the Bank BEFORE taking the three ARTICLE Cards from that tab. He then chooses which Article he will buy. He pays the price showing on the World PRICE Board, hangs the two unused cards on the $4,000 tab under that City, and returns his Jet to his HOME BASE.

  3. The third player to fly to that OPEN City pays $4,000 tax; buys one ARTICLE Card; puts the remaining card on the $6,000 tab, and returns his Jet to his HOME BASE.

  4. The fourth player arriving there pays a tax of $6,000 plus the price of the last ARTICLE Card. This player, however, has the option of placing his Jet plane at ANY COLORED HOME BASE, not necessarily his own.

NOTE: World TRADE Board price must be paid even if article is worthless.

When there are 3 players, because there are fewer ARTICLE Cards, only the FREE, $2,000 and $4,000 tabs are used. Likewise, when only 2 play JET WORLD, only the two top tabs are used.

  1. A player may SELL one or more ARTICLES that he owns during one of his turns. The Banker will pay him the price showing on the World TRADE Board at that time for a single ARTICLE. Each ARTICLE Card sold is turned FACE DOWN in front of the player. It now has no monetary value, but it is counted as one card when ending the game. "Worthless" cards cannot be sold.

When a player sells 2 MATCHING ARTICLES in the same turn, the Banker pays him 4 times the prevailing World PRICE Board value. ($8,000 x 4 = $32,000)

When a player sells 3 MATCHING ARTICLES at the same time, he receives 9 times the prevailing value. ($8,000 x 9 = $72,000)

Special Sales Cards

  1. When a player SELLS one or more ARTICLES to the Bank, they lose their monetary value and must be turned face down. When a player draws a SPECIAL SALES Card that matches an ARTICLE Card of Value that he owns, he receives the same amount of money as selling to the Bank, but the Article card is NOT TURNED FACE DOWN, and it retains its Monetary Value.

    For example: A player's Jet lands on a GREEN circle. He draws a green card that says: "Special Sale on Diamonds." (Fig. 4) The World PRICE Board shows Diamonds at "5". The Banker will pay him $5,000 if he owns one Diamond ARTICLE Card.

    Fig. 4 (card text): "SPECIAL SALE on DIAMONDS. IF YOU OWN DIAMONDS, RECEIVE BONUS FROM BANK ACCORDING TO POSTED PRICE."

  2. If the player owns 2 Diamond Cards, he will receive 4 times the posted price of $5,000 or $20,000.

  3. If he owns 3 Diamond Cards, he will receive 9 times the $5,000 price, or $45,000.

  4. "Worthless" ARTICLE Cards and ARTICLE Cards turned face down have no Value.

  5. If the drawn card said: "WORLD WIDE Special Sale on Diamonds", etc., the Bank would pay ALL players owning Diamond Cards at the same rate, even if the player drawing the card did not own a Diamond Card at that time.

Defense Strategy

All through the game, it is an advantage to own 2 or 3 Matching Article Cards. A player should look over his Opponents' Article Cards BEFORE choosing an Article he is about to buy, to prevent, if possible, an Opponent from getting too many Matching Cards.

Ending the Game

The game ends when the first player has collected five ARTICLE Cards (even if one or more is TURNED DOWN or WORTHLESS), and he returns his Jet plane to his HOME BASE by rolls of the dice. He must land there by exact count. The FIRST player to reach his HOME BASE in this manner collects $10,000. The game also ends if the Bank runs out of money.

Each player counts the value of his ARTICLE Cards as if he were selling them to the Bank. He uses the prices showing on the World PRICE Board at this time. "Worthless" ARTICLE Cards and ARTICLE Cards turned face down have no Value.

The player with the most money combined with the value of his ARTICLE Cards is the WINNER OF THE GAME.

NOTE: If, after many games have been played, 5 large black "DOTS" appear on the WORLD PRICE BOARD, remove the white buttons, lift off the cover, and rewind the roll.