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Gamehelpthecrewjourneyendearth
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Stage Spaces
- Train: Relax and enjoy the scenery passing by your train window. No special rules, so you can fully concentrate on the task.
- On foot: Traveling on foot is slower. You must always choose the task with the lower difficulty level. Special and random tasks have a difficulty level of 3. In case of a tie, you may choose either task.
- Paragliding: The situation changes constantly. Before the first trick, each crew member must place one of their own cards face down in front of them. This card is treated as if it doesn’t exist. Before each trick, the face down card can be exchanged for another of the player’s own cards. The last trick consists of the face-down cards. Communication is prohibited.
- Skis: If the skis (blue 7) are played in a trick, each crew member passes all of their own cards (including any cards they have communicated to others) to the player on their left after the trick. The player who won the trick then leads the next trick as usual.
- Scooter: The player who has the scooter (blue 1) chooses another crew member before the first trick once, without discussion, and secretly swaps any card with that player simultaneously. The number 4 helicopter card may not be exchanged.
- Bicycle: On a bicycle, there’s no breath for talking. Only players without a bicycle in their hand are allowed to communicate. There are 6 color cards with bicycles on them.
- Helicopter: A helicopter gives you time to plan your next steps. If at least one helicopter is involved in the trick, each crew member simultaneously and secretly passes one card to the left after the trick. Players may not pass communicated cards unless those are the only cards remaining in their hand.
- Fog: In the fog, you can’t see everything. Deal only X cards (the number 4 helicopter must be included) and each player draws one of the remaining cards after every trick. 3 Players : the guide begins with one extra card.
- Storms: During storms, communication becomes unreliable. Anyone wishing to communicate must first flip a communication token into the air. If it lands on green, communication is permitted. If it lands on red, communication is not permitted and the token cannot be used again during this round.
- Donkey: The stubborn donkey costs time. The time marker moves two spaces forward instead of one, regardless of whether or not the task was completed.
- Jeep: The Jeep allows you to travel even on impassable jungle paths. After the third trick, each crew member secretly places two cards in the middle of the table. Shuffle these cards and each player takes two of them back. Cards that have been communicated to other players may not be used for this.
- Machetes are of great value in the jungle. There are 7 color cards featuring machetes. Always play all tricks. The task fails immediately if at least one machete is present in a trick with a total value of:
- 3 Players 15 or 16
- 4 Players 20 or 21
- 5 Players 25 or 26
- Dog sled: Discuss who will steer the dog sled. The chosen crew member decides without discussion which task to choose and whether to discard tasks, and all communication requires their permission. They can also decide before each trick whether they want to lead the trick.
- Cable car: If you miss a stop on the cable car, you are taken back to the starting station. If the task fails, the crew marker is reset to the first cable car space of the stage.
- Ice: Slipping on the ice is painful and time-consuming. If the task fails, the crew marker moves one space back.
- Cracked Ice: You shouldn’t risk cracked ice. It’s better to crawl back the way you came. If the task fails, the crew marker doesn’t move. If the task is successful, the crew marker moves back the number of spaces you would have gained. It can never move back further than the first space of the stage