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As in Jules Verne's famous story, the players are members of a London club at the beginning of the 20th century who bet each other on a round the world journey: the player who can complete the journey in less than 80 days will win the bet and the accolades of his comrades. To accomplish this, the players will have to make good use of train and ship travel as they move from place to place. Along the way, they may have the opportunity to speed their travels with balloons and elephants. However, they must also avoid the over-zealous detective, who will slow their progress if he can catch up with them for interrogations in the places they visit. Naturally, events outside the control of the players may also play a part.Contents:
|By||Oridyne||From||Staffs in United Kingdom|
The game follows the journey of Phileas Fogg and the players compete to complete his epic journey around the world.
You pick a travel card each turn which determines an additional action or bonus you can use. You then use travel cards to move along the journey, each leg requiring specific types of transport to complete. You have to make decisions as to whether to stay behind and hope to get transport that will take less time to move or move ahead quickly to get back to London.
The first and last player at each destination get a bonus chit which awards travel cards, event cards, gold or increases other players travel by a number of days. Winning is determined by the total number of days taken to get back to London unless everyone takes more than 80 days in which case the first person back wins.
There is a detective piece which can be moved around which adds an additional 2 days on your journey if your piece ends its turn at the same location. Each travel card has a number of days travel marked on it and these are added to your travel time when used, if you have two modes of transport the same type and value you only score the number of days for one (which can be quite a saving). The balloon event card or additional action (as determined by the travel card you picked up) allow you to roll a D6 instead of using the travel value of one card, this can significantly reduce travel time for that leg. My first play of this game was with 4 people and it worked really well and I really enjoyed the game.
|By||Loughborough Gamer||From||Leics in UK|
|This is a nice game and one that will have lots of replay value and be useful to play with a family growing up as well as with adults.
Light, fun and full of twists and turns. It is more luck based than TtR (to which it is often compared) but also more edgy and not as linear. I found there was quite a lot of thinking ahead.
There are lots of interesting mechanics - the Detective to stymie others, the need to go first sometimes (and the consequent need not to go last), the risk of picking up an event card and finding it's a blue one, needing not to be last to finish no matter how quickly you're completing the individual legs, the decision of whether to roll the die again with a balloon card.
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10 to adult
Spirit Games (Est. 1984) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 29 years
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