James Bond 007

Published by ASS
English Translation by Chris Baylis
German Product Responsibility: Reiner Müller

3-6 Players
Aged 10 +

Object of the Game

Each player represents a Secret Agent like James Bond. All agents have the same task - to reach the island in the middle. On this island a mysterious force has emerged to threaten the world with a dreadful weapon. James Bond wants to make this mysterious force harmless so all agents want to bring this new weapon in as their property. Only one player can fulfil his task and win the game - he that reaches the island first! Only it's not that easy: Each agent must also fulfil a certain other mission before they may progress to the island.

Each player owns 10 microfilms, represented by the chips of his colour. His task card determines with which microfilm he must reach the goal.

On page 8: There is an abridged version of the game rules. You can use these shortened rules for game reference or for a quick game.

Playing The Game

1). The cards are sorted into groups.

There are 21 Task Cards. 12 Encounter Cards. 55 Transport Cards and 55 Equipment Cards.

The Equipment cards are shuffled and then placed face down on the corresponding space on the playing board.

Transport cards are shuffled and are not separated into the individual means of transportation.

The Encounter Cards are also shuffled but not separated.

The 21 Task/Mission cards are separated according to their Code number.

There are always nine Task cards in the game and these are always concealed (kept secret).

Number of Players Task Cards in the Game
3 9 x Code 3
4 3 x Code 3 + 6 x Code 4
5 6 x Code 4 + 3 x Code 5
6 3 x Code 4 + 3 x Code 5 + 3 x Code 6

The remaining Task cards are put aside as they are not required in this game.

2). The 9 selected Task cards are shuffled face down (unseen). Each player takes a card, the content of which he naturally keeps secret.

On this card is described the Task the player must fulfil to win the game.

The remaining cards are put aside out of the game. Do not look at these.

3). Each player receives 2 Encounter cards - one of each Enmity (Fist) and Friendship (Open Hand)

4). Each player is given 10 chips in the colour of his choice and the pertinent game figure and stand. Chips must be kept always openly so that each player can see how the situation is.

5). The remaining chips are put on the corresponding space on the playing board. (2 per colour)

6). Everyone rolls the dice, the playing rolling highest begins the game. The starting player puts his game figure on any start space - one with an "S" - then the other players place their pieces (clockwise rotation)

7). Finally the players take Equipment cards. Each player takes, in turn, two cards from the stack.

The Game Turn Overview

On their turn each player:

1). Rolls the dice and moves his playing figure accordingly.

2). If his figure lands on a special transport field, so can be executed particular effects according to the transport cards.

3). If during the turn he encounters another Agent you must determine the type of encounter - using the encounter cards. From them special actions (e.g. a fight) can emerge.

4). If a game figure stands far enough away from the opponents the player can take an Equipment card.

5). Then the turn is finished and play continues in a clockwise fashion.

Rolling the Dice and Moving

Each player, on their turn, rolls the die and moves his agent forward around the board according to the number rolled.

Transport Fields (Field = Space)

There are three styles of Transport Space: - Gasoline Station / Garage - Airport - Harbour (Boat Harbour) If a player moves his agent onto one or over one of these spaces there are certain possibilities available:

Landing on a Transport Field

If a player ends his turn on a Transport Field, he has a choice:

He can take and keep a Transport Card from the stack. With this his movement ends.

He can immediately travel to the next Transport Field of equal kind without requiring or taking a Transport card.

NOTE: The next Transport Field always refers to the movement direction of the agent. If two or more Transport Fields are equidistant in this direction the player can choose which to go to - his turn then ends.

If the player already owns any Transport cards, he can, if he wishes, use them as described in the next section.

Travelling Over a Transport Field

See the example on Page 4 of the German Rules:

If a player moves over a Transport Field he can interrupt his turn by playing another Transport Card and moving to a Transport Field of an equal kind. From there he can continue his turn using the remaining movement.

If a further Transport Field is crossed the process may be repeated once more. No player may play more than 2 Transport cards in a round.

Important: All spaces crossed are counted as movement Fields, including waterways that interrupt a journey (as in the diagram on pg.4)

In this manner cars can always drive to the nearest gasoline station / garage in their natural direction but they cannot drive past a gasoline station without the use of additional movement cards (car +1, +2)

Helicopters have the choice between the three nearest airports.

(Water counts here as a Field.)

Boats can only move along the dotted black lines.

If a player does not want to use the Transport Field (there is no need to use a Card), he simply moves over it.

Example: Gasoline Station / Garage

Player Red rolls a 5 on the die and reaches a gasoline station (T) after 3 spaces. He stops there then plays a car card + 1 and moves his agent an additional space. He then completes his turn with the steps 4 and 5 but as he doesn't reach another Transport Field his turn ends.

Example: Airport

Players Blue rolls a 4 on the die and reaches an Airport with the 1st step.

The three next airports are 4, 10 and 16 Fields away.

Blue plays a Helicopter Card, flies to the Airport that is 10 spaces away, moves steps 2 and 3 and reaches a gasoline station. - There he completes his movement with step 4 and reaches a harbour (where there is standing a Green Agent to attack).

Encounters with Other Agents

For an encounter to occur, the player whose turn it is must land his Agent onto the same space as an opponent's Agent.

It is possible for an Agent to have several encounters in his movement turn.

When Does an Encounter Occur?

Always:

Never:

Encounters in airports and harbours are, naturally, possible.

Enmity/Friendship: Determining the Kind of Encounter

If the time comes for an encounter between two agents both players must decide which kind of encounter the character should have: Peace or Fight! Not all players want something from each other!

Each of the involved players selects an encounter card. Either Friendship or Hostile. - Simultaneously both players uncover their chosen cards.

The following results are possible:

Friendship - Friendship
Nothing happens between both agents. Both players keep their chips. Each player may take a chip of his choice from the reserve (on the chip field) as long as there is one available.
Friendship - Enmity (Hostility)
The player who has played the Friendship card must submit 2 chips of his choice: One to the chip reserve on the board, and One to his adversary. The adversary player must not play any Equipment cards but must discard 2 by placing them under the stack.
Enmity - Enmity
Both players are up for a confrontation - it comes to a fight. See following paragraph.
The Fight
A fight is carried out with the help of the Equipment cards. Equipment cards can only be used once and are then placed under the stack. Each of the players involved secretly selects from his Equipment cards a maximum of two.

Both players then simultaneously reveal their selected Equipment cards.

The combat values (on the cards) are compared and the difference determines how the fight goes:

0 points difference.
Undecided. Nothing happens.
1 to 5 points difference
The Loser gives the Winner 2 chips of his (the losers) choice.
6 or more point difference
The Loser gives the Winner 3 chips of his (the losers) choice.

The players return their encounter cards to their hands and the game is continued.

Particularities

If two agents already occupy a space and a third arrives the newcomer has the choice: He can enter into an encounter against both, or he can select one of them and ignore the second.

Receiving New Equipment Cards

A player can receive new Equipment cards, only on his turn and if it is his last action. However it depends on how far the other agents are away as to whether he may take these cards or not. A player may only take an Equipment card if the other agents are far enough away

With 3 players:
All other agents must be at least 10 fields far away his (there must lie 10 empty fields between them). Sea counts as 1 field.
With 4 players:
All other agents must be at least 8 fields far away.
With 5 players:
All other agents must be at least 7 fields far away.
With 6 players:
All other agents must be at least 6 fields far away.

Ending the Game

The game ends as soon as a player successfully reaches the island in the middle the board with his agent. This player must then reveal his Mission card: If he can show the necessary chips he has won. It doesn't matter if a player has more chips than necessary. If the player does not have the necessary chips he is withdrawn from play and the game continues until the next agent reaches the island.

Rules For Reference and A Quicker Game

The Game Play

The starting player begins and play continues clockwise. Each player on their turn has the following actions.

1: He must roll the die and move his agent the number of spaces rolled.

a) If he lands the agent on a Transport Field he can take a Transport card.

Or

He can move directly to the next Transport Field of equal kind (e.g. from T to T) but doesn't collect a Transport card.

b) If a player already owns one or more Transport Cards he can exchange them - placing them from his hand to the bottom of the stack and drawing an equal number from the top of the stack.

c) If an agent moves over a Transport Field he can interrupt his journey and use a maximum of two Transport cards (and then only those which correspond to the Transport Field) see example on Page 4 of the German Rules. After that the normal turn must be completed.

d) Lands on a normal field so nothing happens.

2. If an Agent lands or passes a Field where stands an opposing Agent an encounter takes place. Encounter cards (Friend or Hostile) are used to determine the kind of encounter. In the case of passing an opponent, the player whose turn it is interrupts his movement to have the encounter and then continues on afterwards. Both players select one of their encounter cards, which are uncovered simultaneously.

The following are possible:

Friendship - Friendship
Each player receives a chip from the chip field.
Friendship - Hostility
The "Friendly Agent gives one of his chips to his opponent and one to the reserve. The player who chose to fight must discard 2 Equipment cards.

3. Hostility - Hostility = The Fight

Each player can play a maximum of 2 Equipment cards that he selects and conceals. Simultaneously the cards of both players are uncovered:

The Combat Points are compared:

0 points difference
nothing further happens
1 - 5 points difference
the loser must give 2 chips of his choice to the victor
6 or more points difference
the loser must submit 3 chips of his choice to the victor

All of the Equipment cards played are returned to the bottom of the stack.

4. As his last action a player may take new Equipment cards - however only if he is extensively far enough away from other agents.

With 3 players
10 fields away (clear space)
With 4 players
8 fields away
With 5 players
7 fields away
With 6 players
6 fields away

The Game Cabinet - editor@gamecabinet.com - Ken Tidwell