Titanic: The Board Game
Titanic: The Board Game Rulebook
Table of Contents
Table of Contents
Contents
- 36 "telegram" cards
- 72 "rumour" cards
- 24 "personal property" cards
- 6 passports
- 20 "groom" tokens
- 1 game board
- 6 pawns
- 1 ordinary die
- Game money
- 1 instruction booklet
2 to 6 players, ages 7 and up.
Object of the Game
Collect your 5 PERSONAL PROPERTY cards, cross 1st Class, and be the first to reach your LIFEBOAT.
Setup
- Characters: Each player chooses the character they wish to be and places the pawn of the matching colour on the embarkation ramp space that corresponds to their character's colour. Each player takes the RUMOURS cards matching their character, places them face down in front of them.
- Bank: Choose one player to also act as the Bank.
- Money: The Bank gives 750$ to each player.
- All Aboard: The first player rolls the die and moves their pawn toward the entrance of the liner. Each player rolls in turn, except during a transaction (paying to obtain a PERSONAL PROPERTY card, or receiving a VALUABLE OBJECTS card). The player who made the transaction then rolls the die again.
Movement
- 2nd Class passengers may move their pawn in any direction with each roll of the die. They may also turn corners.
- "Go-back" moves (aller-retour) and diagonal moves are forbidden. A player may, however, move their pawn in the opposite direction on the next roll of the die.
- 2nd Class passengers may not use the Grand Staircase, nor leave the liner by the embarkation ramp.
- 1st Class passengers may only move in the direction indicated by the arrows.
Payment Required
Any player who is asked for money must immediately pay the sum demanded. If the player no longer has enough money to pay the amount demanded, they are eliminated from the game.
If a player has managed to reach their LIFEBOAT, no one may ask them for money, nor give them any.
Stopping on Another Player's Space
Stopping on another player's space is allowed and even encouraged!
When a player arrives on a space occupied by another player, the arriving player gives the other player a RUMOURS card.
Example: Jack receives a RUMOURS card from Mdm. Chelsea.
When two players are on the same space and one of them does not have their HEALTH CONTROL card, the player who has their HEALTH CONTROL card loses it. If both players have this card, or if neither does, there is no consequence.
Special Spaces
- GO TO PRISON (ALLEZ EN PRISON): The player stays in prison for one night (they miss a turn). They do not pay a fine. Any player who stops on a GO TO PRISON space must immediately go to prison. GROOM tokens cannot be used to avoid going to prison or to get out of it.
- LOSE... (PERDEZ...) spaces (the board shows LOSE YOUR KEY): When a player arrives on a LOSE... space, they must give the corresponding PERSONAL PROPERTY card to the Bank, unless they have a GROOM token.
- FAILED HEALTH CHECK (RECALÉ AU CONTRÔLE DE SANTÉ) spaces: As for the LOSE... spaces. The player gives their HEALTH CONTROL card to the Bank.
- GO... (ALLEZ...) spaces (the board shows GO TO THE SECURITY OFFICE): When a player stops on a GO... space, they must place their pawn on the arrow marking the entrance to the indicated space, unless they have a GROOM token. When a player is sent to 2nd Class and already holds the PERSONAL PROPERTY card matching that space, they do not pay a second time.
- GO TO THE HOLD (ALLEZ SUR L'ENTREPONT) spaces: When a player stops on this space, they must place their pawn on the Hold, pay 200$ and give their HEALTH CONTROL card to the Bank, unless they have a GROOM token.
- RUMOURS spaces: When a player stops on a RUMOURS space, they receive a RUMOURS card from the player whose character is represented on that space. A player who has already reached their LIFEBOAT must continue to hand over their RUMOURS cards.
- TELEGRAM spaces: When a player stops on a TELEGRAM space, they must draw a TELEGRAM card, read it aloud, and follow the instructions at the bottom of the card.
The board also shows a "You need more money. Return to your suite" space and an unlabelled purple space. The instructions do not describe them further.
GROOM Tokens
GROOM tokens are used to have errands run by their holders. It is important to collect as many as possible. They are particularly useful in 1st Class. Each token may be used only once, and must then be returned to the Bank.
GROOM tokens are used in the following cases:
- A player receives a TELEGRAM or RUMOURS card telling them to go to a place that does not suit them. If they wish, the player gives a GROOM token to the Bank and does not move their pawn.
- In 2nd Class: when a player stops on a LOSE... space and must give up the corresponding PERSONAL PROPERTY card, they may, if they wish, give a GROOM token to the Bank instead, which lets them keep their PERSONAL PROPERTY card.
GROOM tokens can be obtained only in two ways:
- When a player stops on a GROOM space.
- When a player receives a RUMOURS or TELEGRAM card indicating that they may receive a GROOM token from the Bank.
GROOM tokens are not used to pay debts, nor to avoid going to PRISON.
Personal Property Cards
Every player must collect their 5 PERSONAL PROPERTY cards before being allowed to enter the 1st Class section of the liner.
- CABIN KEY (CLÉ DE CABINE) cards: Obtained by entering the PURSER'S OFFICE (BUREAU DU COMMISSAIRE DE BORD) and paying 80$ to the Bank. The CABIN KEY allows the player to re-enter their cabin (SUITE) in order to obtain their VALUABLE OBJECTS card.
- VALUABLE OBJECTS (OBJETS DE VALEUR) cards: Obtained by entering your SUITE. This card is free.
- LIFE JACKET (GILET DE SAUVETAGE) cards: Obtained by entering the SECURITY OFFICE (BUREAU DE SÉCURITÉ) and paying 150$ to the Bank. LIFE JACKET cards indicate on which side of the liner your LIFEBOAT is located.
- HEALTH CONTROL (CONTRÔLE DE SANTÉ) cards: Obtained by entering the INFIRMARY and paying 50$ to the Bank.
- PASSPORTS: Obtained by entering the PASSPORT OFFICE (BUREAU DES PASSEPORTS) and paying 100$ to the Bank. Passports contain some information about each passenger.
PERSONAL PROPERTY cards can also be obtained through certain RUMOURS or TELEGRAM cards, which state the procedure to follow to obtain them.
When there are fewer than 6 players, the PERSONAL PROPERTY cards of absent characters must be removed from the game.
TELEGRAM Cards
TELEGRAMS are messages sent from the mainland to the liner by friends and acquaintances. Some contain good news, others bad. TELEGRAM cards must be placed face down, on the board at the RADIO CABIN (CABINE RADIO) location shown on the game board.
TELEGRAM cards can be obtained in only two ways:
- You stop on a TELEGRAM space of the game board.
- You receive a RUMOURS card instructing you to draw a TELEGRAM card.
A TELEGRAM must be read aloud. The player who received the TELEGRAM must follow the instructions given at the bottom of the card, then put the card back under the TELEGRAM pile.
RUMOURS Cards
Each player has a pile of RUMOURS cards, which they place in front of them, face down. A player may not read their own RUMOURS cards. These cards may only be read by the player who receives them.
A RUMOURS card must be handed to another player in the following cases:
- When a player stops on a RUMOURS space, they receive a RUMOURS card from the player whose character is represented on that space.
- When a player occupies a space and is joined by another player, the arriving player gives a RUMOURS card to the other player.
Whenever a player receives a RUMOURS card, they must read it aloud so that all players can hear the message. They must then follow the instructions at the bottom of the card, and return the card to its original owner, who places it back under their RUMOURS pile.
When there are fewer than 6 players, the RUMOURS cards of absent characters may either be ignored or kept by the Bank, which distributes them in place of the absent characters.