GAME RULES
Rules of the Game WORLD EDITION Bernhard Lach & Uwe Rapp Contents 200 location cards (170 cities and 30 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 Setup 1. Place the compass rose card in the center of the table. 2. Give each player 4 tokens. 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. 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. 2 3
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: Tokyo 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. 4 5
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. 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. 6 7
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: Check if the cards have north or south coordinates (ending with an N or an S). If they don t have the same letter, the card with N should be above the other card. If they do have the same letter, look at the degrees ( ). If they have the same degrees, look at the minutes ( ). With N coordinates, the highest number should be above the other card. With S coordinates, the lowest number should be above the other card. For an east-west orientation: Check if the cards have east or west coordinates (ending with an E or a W). If they don t have the same letter, the card with W should be to the left of the other card. If they do have the same letter, look at the degrees ( ). If they have the same degrees, look at the minutes ( ). With W coordinates, the highest number should be to the left of the other card. With E coordinates, the lowest number should be to the left of the other card. If the Challenging Player is Correct If the card was misplaced, 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 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. 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. 8 9
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. For city names, the coordinates point most of the time to the City Hall. Coordinates for landmarks point to the exact location. 10
2012 Foxmind Canada 2010 HUCH! & friends All rights reserved. Authors: Bernhard Lach, Uwe Rapp Illustration: Yvon Roy Graphic design: Karl Malépart