game rules

GAME RULES
Rules of the Game
Setup
1. Place the compass rose card in the center of the table.
2. Give each player 4 tokens.
US EDITION
Bernhard Lach & Uwe Rapp
Contents
3. Shuffle the location cards and create three piles of 15
cards with the location names face up. Set the other
cards aside. Take one pile - this is the draw deck for the
first round. Place the top card from the draw deck in the
center of the compass rose, with the location name face up.
It is the start location.
• 200 location cards (150 cities and 50 landmarks)
in two levels of difficulty
• 1 compass rose card
• 1 double sided map for reference (beginner and expert)
• 35 point tokens
• Rules of the Game
Object of the Game
Correctly place location cards in relation to previously
placed cards and catch errors made by other players in order
to accumulate the most point tokens.
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Game Play
Randomly determine the first player.
The player draws the top card from the pile and, without
looking at the coordinates on the back, or showing them to
anyone else, reads the name of the location aloud.
The player then tries to put the card in the correct place
relative to the starting location. The first player will have four
choices: to the north, to the south, to the east or to the west
of the starting location.
The game continues clockwise. The next player draws the
top card from the pile and tries to place it correctly relative
to the rose compass as well as in relation to the other cards
previously placed on the table.
Note: A location card may only be placed on the north-south
or the east-west axis. If, for example, a location is both north
and west of the start location, the card may be placed either
to the north or to the west of the starting point.
Example: Los Angeles is to be placed. The green boxes show
all eight possibilities for laying down the card in this case.
Over the course of the game the cards will form a cross.
Challenging an Opponent
After a player has placed a card all players are free to
comment. If no player objects to the placement, the game
continues clockwise.
If a player thinks the card was misplaced, they may flip it
over, as well as one adjacent card of their choice.
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Checking a Placement
On the back of the cards, players will find a point on the map
and horizontal and vertical marker lines along the borders
of the card representing the geographical longitude and
latitude coordinates.
Use the markers to tell, at-a-glance, if the placement
is correct.
For a north-south orientation: Place the two cards next to
each other. The card with the upper line should be located
above the other card.
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For an east-west orientation: Place the two cards on top of
each other. The card with the line farthest to the left should
be to the left of the other card.
Note: Cards for locations in Alaska, Hawaii and the Caribbean
cannot be compared side-by-side. Check the coordinates instead.
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Comparing the Coordinates
If the lines are virtually at the same place and you cannot be
certain, check the coordinates.
For a north-south orientation: Examine the north
coordinates (ending with an N). If they have the same
degrees (°), look at the minutes (‘). If they have the same
minutes, look at the seconds (“). The card with the highest
number should be above the other card.
For an east-west orientation: Examine the west
coordinates (ending with a W). If they have the same degrees
(°), look at the minutes (‘). If they have the same minutes,
look at the seconds (“). The card with the highest number
should be to the west of the other card.
If the Challenging Player is Correct
If the card was misplace, the player who contested the
placement obtains a token from the player who placed the
card. This card is removed from the game. The other card is
flipped back.
If a player has no more tokens to give, the player who won
the token takes one from the reserve. If the reserve runs out
of token, take anything around that could represent a token.
Interim Scoring
When all 15 cards in the draw pile have been played, players
estimate how many cards have been placed incorrectly on
the table. Players vote simultaneously by showing a number
with their fingers.
Next, flip all the cards over and look for mistakes.
Important: Always begin checking with the starting location
in relation only to its immediate neighbor. In this way, cards
are checked one after the other in all four orientations to see
if they are placed in the right positions.
If a card is positioned incorrectly, put it aside immediately.
In the end, the cards that have been put aside are counted.
Each player who estimated correctly gets two tokens from
the reserve. If no player has estimated the number correctly,
the player(s) whose estimate was closest gets a token.
If the Challenging Player is Wrong
If the card was placed correctly, the player who contested
the placement hands a token to the player who placed the
card. Both cards are flipped back.
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End of the Round
Discard all the cards that have been played, including
the starting location. Take the second pile of 15 cards
and place a new starting location from the draw pile. A new
round begins.
End of the Game
When all three piles have been played, the game is over.
The player with the most tokens wins.
Note: If you are just learning to play, have limited knowedge
of geography or are playing with young children, you may
choose to play only one round and with the easy cards
only. These cards have bold black lines above and below the
location.
Also, you may mix cities with landmarks or play with only
cities or only landmarks. If two cards are located in the
same city, they must be placed depending on where they are
actually located within the city. For example, a landmark
located on the west side of the city should be placed west of
the city itself.
For city names, the coordinates point most of the time to
the City Hall. Coordinates for landmarks point to the exact
location.
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©2012 Foxmind Canada
©2010 HUCH! & friends
All rights reserved.
Authors: Bernhard Lach, Uwe Rapp
Illustration: Yvon Roy
Graphic design: Karl Malépart