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King Kong

King Kong Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Set Up
  • Moving King Kong
  • The Play of the Game
    • The Play in Brief
    • Moving
    • Attacking King Kong
    • Escaping
    • Ending A Round
    • Starting A New Round
    • The Special Mission Card
    • Winning The Game
  • Object and Equipment

Preparation

Remove pieces from plastic runners, and make sure all pieces have a smooth edge.

  1. Open gameboard and turn it bottom-side-up. Place six Leveling Buttons into the six holes. Turn gameboard right-side-up. (Extra leveling buttons are provided in case of loss.)
  2. Fold Gameboard as shown. Insert tabs on one Track into slots in Gameboard. Slide Track down as far as it will go.
  3. Turn Gameboard and insert second Track. Note: The Track on this side of the gameboard will extend about one inch above the top. Place Slide (with arrow pointing up) on Track. Lower slide to bottom of Track.
  4. Punch out the center on the cardboard King Kong figure. Insert Ring from behind Kong.
  5. Place King Kong in an upright position on Slide.
  6. Punch out center of Spinner. Insert Post through Hole. Snap the plastic King Kong Pointer over Post.
  7. Remove Labels from backing sheet and apply one Label to the Backpack and the front side on each playing piece. Press on firmly.
  8. Separate cards and discard frame.

Set Up

  1. Lay gameboard flat and place spinner card near gameboard.
  2. Lower slide to bottom of Track and turn King Kong until he is standing straight up.
  3. Shuffle deck of cards and deal three cards to each player. Each player holds these cards in his hand without revealing them to any other player. The remaining deck of cards is placed face down near the gameboard, forming the Draw Pile. During the game, discards are placed, face up, in another pile, called the Discard Pile.
  4. Each player selects a Playing Piece and places it on the Start Space. Players roll the die and highest roller will play first. Play passes to the left.
  5. The highest roller must now move King Kong BEFORE play begins.

Moving King Kong

The spinner indicates how King Kong will move. Every time King Kong is to be moved, the spinner must be spun twice. After the FIRST SPIN, refer to the OUTER CIRCLE, which determines how many notches King Kong will TWIST. After the SECOND SPIN, refer to the INNER CIRCLE which determines how many notches King Kong will move up. If a choice is indicated on either spin, the player who is spinning makes that decision.

NOTE: One result on the spinner is "Return to up, your choice of direction." This means that King Kong is turned either right, or left, until he is standing straight up, if he is not already doing so.

To twist King Kong apply a slight downward pressure and twist him the correct number of notches. You can actually feel King Kong moving over a notch. To twist "left," always rotate the figure counter-clockwise. To twist "right," always rotate clockwise. To move King Kong up, hold firm and move him the correct number of notches. You can actually feel the slide moving over each notch on the track. Try not to lift King Kong as you move him.

The Play of the Game

The Play in Brief

The game is played in rounds. After each player has taken his turn, the round is over, and one of the players will move King Kong. During his turn, a player moves either by the roll of the die, or a Helicopter Ride Card. He attempts to attack one of King Kong's hands or feet: this is determined by an Attack Card. Moving away from King Kong after an attack is possible by the play of an Escape Equipment Card. A player who is shoved or knocked over by King Kong's movements is returned to Start. A Safety Net Card guarantees a successful attack.

Moving

  1. On his turn, a player rolls the die and may move any number of spaces, up to the total showing on the die. However, a player must always move at least one space during his turn.
  2. A player moves from space to space along the World Trade Center, vertically or horizontally, but never diagonally.
  3. A player CANNOT move across a space blocked by King Kong, nor may he move across the track, except in the "Start" Space, but he CAN move through, or end his turn on a space occupied by another piece.
  4. The row of spaces on the outside edge of each building represent an elevator. These spaces are very long. Whenever a player moves onto an elevator space, he can "stop" anywhere along this space and move onto an adjacent space. Note: A player is always safe from King Kong's movements on an elevator space.
  5. The Start Space is considered to be one long space, and counts as one space, when moved through after the first turn. It is important to note that to go from building to building (from one side of the track to another) the Start Space must be passed through.
  6. A Helicopter Ride Card allows a player, WITHOUT rolling the die, to move his playing piece to ANY space on the gameboard, including one where he can ATTACK King Kong. Discard after use. Note: If a player rolls the die, he cannot change his mind and then play a Helicopter Ride Card.

Attacking King Kong

  1. In order to attack King Kong, a player must move into a groove indicated on an Attack Card in his hand.

  2. Once a player has moved into a space where such a groove is located, he fits his playing piece into the correct groove and ends his move. He places his Attack Card face up before him.

  3. No two players may ever occupy the same groove at the same time.

  4. A player CANNOT attack a groove that is over the track, or in such a position that his playing pieces cannot fit into the groove.

  5. Many times during the game, a groove will be located over one or more lines. If so, a player may attack that groove by moving into ANY space bordering on one of the lines. Then, he immediately moves into the groove, itself.

    Examples of Attacking King Kong. The diagram shows two cases. "This groove, over a line, can be attacked from spaces marked" with an X (two spaces, one on each side of the line). "This groove can only be attacked from space marked" with a circle (one space).

Escaping

If a player holds an Escape Equipment Card, he may play it immediately after attacking King Kong. The card indicates how many spaces he may now move (in any direction) away from King Kong. The Escape Equipment Card is then discarded and the player's turn ends.

Ending A Round

After each player has taken one turn, the spinner is used to determine how King Kong moves.

The player who moved King Kong before the game began also moves King Kong after the first round. After doing so, he hands the spinner to the player on his left. That player spins after the second round, then passes it along to the player on his left, etc. . . . Thus, each player will have the opportunity to move King Kong, once every few rounds.

A player, whose piece is pushed completely out of his space, or knocked over by Kong's movement, or by another playing piece, is: (1) returned to Start, and (2) if he attacked on that turn, must discard his Attack Card. However, he may now play a Safety Net Card, if he has one. It permits him to KEEP his Attack Card, and his mission is successful, but he must still begin the next round on the Start Space. The Safety Net Card is then discarded. Any player, whose piece is still standing in its space, has successfully completed his Attack Mission. His Attack Card now belongs to him for the rest of the game, and is placed aside (Remember, 5 Attack Cards win the game). Such a player begins his next turn on the space he occupies.

Starting A New Round

Players can now discard any or all of the cards in their hands. Each player refills his hand from the draw pile to total three cards.

Note: Should the Draw Pile become exhausted during the game, shuffle the Discard Pile to form a new Draw Pile. The new round begins with the player to whom the Spinner was passed. He rolls the die and moves first to begin the next round. He ends the round by moving King Kong AFTER each player has taken a turn.

Note: The Spinner favors the player who will be moving King Kong, therefore, it is wise for a player to attack King Kong or play the Special Mission Card when he has the Spinner.

The Special Mission Card

There is only one Special Mission Card. It reads "Rescue Girl in Right Hand." The player who draws this card, has an opportunity for a "quick" win. This card is played like an Attack Right Hand Card. If a player successfully completes it, he needs only ONE OTHER Attack Card to win the game. If a player is not successful, the card is discarded, thereby giving another player a chance for a "quick" win. NO Escape Equipment Card or Safety Net Card can be used when attacking with this card, however, a Helicopter Ride Card can still be used.

Winning The Game

—The first player to complete five (5) Attack Missions... OR —The first player to complete the Special Mission, and complete one (1) other Attack Mission wins the game...

However, King Kong wins the game if he reaches the top of the World Trade Center before any player wins.

NOTE: A player cannot win until the END of a round, after King Kong has moved. If two players win at the end of the same round, the victory is shared.

Object and Equipment

Object: To be the first player to complete five (5) attack missions on King Kong before he climbs to the top of the World Trade Center. OR... To be the first player to complete one (1) attack mission and the Special Mission (rescue the girl in Kong's right hand).

Equipment: Gameboard • Tracks • Leveling Buttons • Slide • King Kong Figure and Ring • Spinner Card • Post • King Kong Pointer • Attack Team (playing pieces) • Labels • Die • Cards.