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Trek

Trek Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation for Play
  • How to Use the Sales Indicators
  • Rules for Play
  • Contributions
  • Bankruptcy

Components

  • The playing board
  • 6 Trekkers (each a different colour)
  • 54 Stores Units
  • 18 Mules
  • 6 Jeeps
  • 52 Cards
  • Many Trek banknotes
  • The Sales Indicator

Preparation for Play

Place all the Stores Units on the corner of the board marked "Stores" and all the Mules and Jeeps on the corner marked "Transport". Each player chooses a Trekker, which he places on the Base camp, and is given £300. The cards are shuffled and dealt four to each player, and the remainder (the pack) placed face downwards in the area provided. (As the game proceeds, used or discarded cards are placed face upwards also in the area provided. When the pack is exhausted the discard pile is shuffled and becomes the pack.)

One player acts as Banker (he can also take part in the game) and keeps the balance of the money and the Sales Indicators. The Sales Indicators for Stores and Mules consist of two parts: the top shows how many pieces are available at the price shown in the bottom part.

How to Use the Sales Indicators

At the beginning of the game all the hands are set to the lowest figures. Six Stores Units can be purchased at each price, three Mules can be purchased at each price but only one Jeep at each price. When a player makes a purchase, the hands are moved accordingly.

For example, the first player may wish to buy 4 Stores Units. The sales hand is then moved to 4 and the player pays the Bank £20 (£5 each for 4 units). The next player may want to buy 6 Stores Units; the sales hand shows that 2 may still be purchased at £5 each; these are handed over and paid for. The price hand is then moved to 10, the unit hand to 0. 4 further units are sold at £10 and the unit hand moved to 4.

Play can now begin, the youngest player starting, the one on his left following and so on.

Rules for Play

  1. Each player at his turn first pays £10 to the Bank (see clause 4 (a)).
  2. He then examines his cards and decides which one to play. This is placed face upwards in the area provided. If the card authorises the player to take any action, he then does so. Alternatively, he must discard a card, for instance a camp card of no use for some time and, in either case, the player replaces it with the top card from the pack. (Note: in certain cases he may play and replace two cards. See clause 3 (e).)
  3. The action taken as a result of playing the card may be:
    • (a) BUY. If the card played is an Authority to Buy card, the player may purchase without limit in any one market Stores, Mules or Jeeps at the current price "See Sales Indicators". He pays the money to the Bank and takes the appropriate number of units which must, at all times, be left for all players to see.
    • (b) AWARDS and CLAIMS. These are taken or enforced as stated on the card. If the other players, separately or between them, do not hold what is claimed, the person playing the card may take what is available (if anything).
    • (c) MOVING. If the appropriate Camp card is played, accompanied by the requisite stores and transport, the move may be made and the bonus collected. See clause 3 (e), (f) and (g).
    • (d) Progress is made from one group of camps to the next, so that a player may reach Camp 12 via, for example, camps 1, 4, 7, 10 and 11. (You cannot jump a group except as explained in the next paragraph.)
    • (e) To move from one group to the next, transport is essential, and such a move can only take place when, in addition to playing the appropriate camp card, the player contributes, by returning to the common pool, either a Mule or a Jeep. With a Mule the player is entitled to move from one group of camps to the next. With a Jeep, he may move from one group to the next-but-one provided that in addition to playing the card representing the camp on which he intends to land, he also plays a card representing a camp in the intermediate group. In this case, since he will have played two cards, he replaces these with two from the pack instead of one. Nevertheless, a Jeep may also be used to make one move in the same manner as a Mule if the player so wishes.
    • (f) Where there is more than one camp in a group (i.e., camps 1, 2 and 3, camps 4, 5 and 6, camps 7 and 8, and camps 9 and 10) a move may be made from one camp in a group to another camp in the same group without contributing transport provided the appropriate card is played. (Such a move is useful to avoid paying for, or alternatively, to become a "guest" and also for collecting additional cash.)

Contributions

  1. Whenever a player takes his turn, he must make the following contributions to the Bank, either:
    • (a) While at BASE he must contribute £10.
    • (b) While at any CAMP he must contribute 1 Stores Unit. This unit must be contributed from stocks held by the player except:
      • (i) If, while occupying a camp a player has no Stores Unit in his possession to make his contribution, he must before anything else is done, pay the Bank double the current market price of 1 Stores Unit, to cover his contribution for that round only. This does not require the production of a BUY card nor does it count as the player's turn to play. Having made his contribution by this means, he plays a card and continues normally. If, however, he then buys Stores Units these may not be used for making his contribution in that round.
      • (ii) If a player reaches a camp occupied by another player, the first occupant must treat the new arrival as a guest and be responsible for both his own and the guest's stores and therefore has to contribute 2 Stores Units each time his turn comes round. These conditions continue until one or the other moves from the camp.

Bankruptcy

  1. When a player has insufficient money to meet his commitments he becomes bankrupt and can only continue to play if he possesses any transport or Stores Units. All or part of these can be returned to the common pool and the bank will pay him the current market price for them. Otherwise he ceases to take part in the game. This is the only time that anything can be sold to the Bank.
  • (g) As the players progressively reach the groups of camps, they are entitled to the payment of the cash bonus. This varies according to the number of persons playing and is as shown on the board, except where the move is from one camp in a particular group to another camp in the same group—when the bonus awarded is one half of the full bonus.