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Game Concept
SMUGGLE combines exotic treasures with high adventure of world travel and risky business of smuggling. The object of SMUGGLE is to bring family and friends together for great fun and is won when the first player completes three treasure routes. Up to six can play, either individually or as teams. Smuggle Masters square off against Treasure Czars. Diamonds, Rubies, Inca Gold, Money, Mexican Silver and Art Treasures are to be claimed and smuggled. Color-coded game pieces and treasure routes simplify play. Color-coded Treasure Trays identify players with game pieces and confirm treasure routes completed.
Quick Start Rules allow play to begin immediately without studying Rules of Play. Simply unfold the board, choose favorite colors and begin play. Movement of Jetliners around the perimeter Runway determines treasure routes on the center world map and subsequent movement of Treasure Seekers along those routes.
Treasure Seekers reaching their Destination Foreign City can claim the treasure. With their treasure securely in a suitcase, Seekers become Treasure Couriers and begin re-tracing their route to the U.S. Seekers and Couriers can overtake and pass each other, returning the overtaken piece to the nearest Major Foreign City while earning another turn.
Upon landing inside the Twelve Mile Limit, designated by the only numbered squares on the board, the Courier can further move only by declaring the treasure or attempting to smuggle it. Declaring a treasure generates three attempts to successfully bring the treasure home by rolling the number of the square on which the Courier is stranded.
Otherwise, using a collected Smuggle Card, a smuggle attempt can be made. A Smuggle Card doesn't insure sucess, it merely allows the attempt. During a smuggle attempt, one other player has the opportunity to challenge. The smuggle attempt can be challenged or not, depending upon the card held by the challenger and that player's risk level. It can be a successful smuggle attempt or a successful challenge. There can be a "stand-off" or a penalty can result. Smuggling is not for the faint-hearted, but even the faint-hearted must smuggle the potentially game-winning treasure.
Youngsters really warm up to the game when they see they may be able to best the adults, especially in team play. The more players, the greater the dynamics. All players are in the game until the game-winning treasure is smuggled!
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