007 James Bond: Goldfinger
007 James Bond: Goldfinger Rulebook
Table of Contents
Table of Contents
Components
Each copy of Goldfinger includes the following components:
- Rules folder
- Action and Card Summary
- 11" x 16" mapboard
- Playing pieces (4 Enemy cars, Bond's Aston Martin, number squares)
- Five playing piece stands
- Five playing cards
- Two six-sided dice
You may also want to use pencil and paper.
Set Up
To begin, unfold the game map and carefully punch out the playing pieces. Insert the car pieces in their stands, and place the Enemy pieces in the Spaces marked (A, B, C, and D). The Enemy player then carefully separates and shuffles the five playing cards, and places them the map, face down. He can place the cards (after looking at them and thinking about where he wants to place them) on the map next to Spaces marked with red stars. He can place only one card per star, and he must place all five cards (they can be placed in the buildings closest to the stars he picks). Star Spaces with no cards have no special effect on play. The Bond player then places the Aston Martin piece in any Space he wants.
How To Play
In each turn, the following things happen, in order:
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The James Bond player rolls 2 dice and looks at his James Bond Action Summary on the "Movement" line. This dice roll tells you the maximum number of Spaces the Bond piece can move in this turn. Take the number square with the same number as the number of Spaces Bond can move and place it near the map to remind you, during Bond's turn, how many Spaces he can move.
Example: You are the James Bond player and you roll the dice for movement. The dice roll is 9 (a 6 and a 3); the number on the "Movement" line under a dice roll of 9 is 5. James Bond can move up to 5 Spaces this turn; put the number square with a 5 on it near the map to remind you.
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The James Bond player can now move his piece and perform Actions. Note that, at the beginning of the game, Bond has a guard riding with him in the Aston Martin. Until he performs an Eject Guard Action (using the car's famous ejector seat), the Bond player must add 4 to many of his Action dice rolls, making success more difficult.
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The Enemy player rolls 2 dice for one of his cars and looks at the Enemy Action Summary on the "Movement" line. He finds out the maximum number of Spaces the piece can move this turn, and puts the number square with that number on it near the map.
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The Enemy player can now move his piece and perform Actions.
The Enemy player does Steps 3 and 4 for each of his pieces, in any order of pieces he likes. Each piece must complete Steps 3 and 4 before another piece begins Step 3. Once all of the Enemy pieces have completed Steps 3 and 4, the turn is over and the Bond player starts again with Step 1.
Losing a Turn. Sometimes a result on the Action Summaries says that a piece loses a Turn. A piece that loses a turn cannot move or change the direction it is facing, but it can perform a Fire Action (only).
Action Summaries. Each player has an Action Summary that lists all the Actions his pieces can perform, the requirements for each Action, and the results of success or failure. Whenever you perform an Action, roll two dice, add the results together, and refer to your Summary. If the dice result is in the white area, the Action succeeds and you read the message in the white area; if the dice result is in the gray area, the Action fails and you read the message in the gray area.
Card Pick Up. One of the Actions Bond can perform is picking up the cards placed by the Enemy player. In order to win, Bond must find the Tilly card and escape. Whenever Bond reaches a red star Space that has a card next to it, he can attempt a Pick Up Card Action. If he fails the Action, nothing happens, and he can continue moving (if he has Spaces left) or stay where he is until his next turn. If he is successful, he turns the card over. If the card is Tilly, he can try to escape; if the card is blank, nothing happens and the card is removed; if the card is the Mirror, Odd Job, or the Old Lady, look at the Card Summary and follow the instructions.
How To Win
If Bond finds Tilly and performs a successful Break Gate Action before the end of his 15th turn, the Bond player wins. If Bond's Aston Martin crashes, or Bond does not escape with Tilly by the end of Bond's 15th turn, the Enemy player wins. Keep track of how many turns have passed on a piece of paper.
Movement
After rolling to find how many Spaces you can move, pick the correct number square and place it near the map (or in the Space you begin the turn from, if you like). During your movement, you will perform Actions, and you might forget how many Spaces you can move; the number square is there to serve as a reminder.
Your piece can only move forward — in the direction of the front of the car — from Space to Space. At the beginning of the game, you can point your pieces in any direction, as long as they are pointed toward another Space. Each time you come to a fork or a "T" in the road, you can turn right or left. To turn completely around, you must perform a successful Double Back Action.
The Spaces on the map are connected by 3 types of lines: normal Road, Quick Turn, and Cut-Over lines. Normal Road (blue) lines are the lines your pieces normally move along from Space to Space. You can move and fire from one Space to another connected by normal Road lines. Cut-Over lines (white arrows) are simply a way of "changing lanes." Pieces can move and fire along Cut-Over lines just as normal Road lines.
Quick Turn lines (yellow arrows) are special. To move from one Space to another connected by a Quick Turn arrow, you must perform a Quick Turn Action successfully; by performing the Quick Turn, you "skip" a Space completely — it does not count as a Space moved, and another piece the Space does not affect is your piece. You can perform a Quick Turn only where there is a Quick Turn arrow. You cannot fire along a Quick Turn arrow (you must fire along the normal Road, not skipping a Space).
You can never have two pieces in the same Space at the end of any piece's turn. During a turn, you can enter a Space with another piece in it only if you then immediately perform a Force or a Trick Action. If you succeed in the Force Action, the piece that was already in the Space is moved aside (it is forced off the road); if you succeed in the Trick Action, you go by the other piece into the next Space. If you enter a Space with another piece in it and your Force or Trick Action fails, you must back up one Space and end your turn (see your Action Summary).
Actions
Actions are the heart of the game. The way that you perform Actions, combining them with movement, is important to winning or losing. Experiment with the Actions, trying them in different combinations, and you will find that you can make your cars move, fire at your opponent, and quickly move away so that opponent cannot fire back.
During your movement, your pieces can perform Actions. All possible Actions are listed on your Action Summaries. You can use Quick Turn, Double Back, and Trick Actions to maneuver, and you can use Fire and Force Actions to damage your opponent. Bond and his Aston Martin also have some special Actions they can perform, and the Enemy player has some Actions to help him avoid the Aston Martin's tricks.
Whenever you perform an Action, roll two dice and refer to your Action Summary. Bond can perform a maximum of 3 Actions in one turn; each Enemy piece can perform 2 Actions in one turn. Movement does not count as an Action. You can never attempt to perform the same Action more than once with the same piece in one turn.
Firing Weapons
Each Enemy car, filled with armed guards, can fire in any direction from the Space it is in, as long as it fires along normal Road or Cut-Over lines (not along Quick Turn arrows). The Aston Martin, equipped with twin .50 caliber machineguns in front, can only fire forward (from the front of the Aston Martin) from the Space it is in along normal Road or Cut-Over lines. You can fire as far as you wish, but you must add 1 to your Fire Action dice roll for each Space between your firing piece and the target. Also, you must be able to see the target.
Seeing the Target. You can see a target only if there is no building between your firing piece and the target. To judge whether or not a building is in the way, you may want to use a straight edge in some cases (a piece of paper or a ruler will do).
Diagram caption: A can fire at a piece in Space B (2 Spaces away). A cannot fire at a piece in Space C (4 Spaces away), because he cannot see it.
Damage and Crashing. Each time a piece takes a Hit (according to the Action Summaries), write it down. When an Enemy piece has taken a total of 3 Hits, it crashes; immediately remove the piece from the game. When the Aston Martin has taken a total of 10 Hits, it crashes; the game immediately ends and the Enemy player wins.
James Bond Action Summary
Transcribed from the official "James Bond Action Summary" sheet (Y-6103, 2/85). In each table, the top row is the two-dice total and the result below it is the outcome; the white results are successes and the gray results are failures.
Movement
The number beneath the dice result is the number of Spaces Bond can move this turn.
| Dice | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Spaces | 4 | 5 | 6 | 7 | 8 | 9 | 4 | 5 | 6 | 7 | 8 |
Quick Turn
In a Quick Turn, the car is making a sudden and dangerous turn around a corner. Add to your dice roll: 4, if you still have the guard.
- Dice 2–7 (success): Bond turns along the Quick Turn arrow and continues.
- Dice 8–12 (failure): Bond continues without making the Quick Turn.
Double Back
In a Double Back, the car turns completely around in its Space and continues in the opposite direction. Add to your dice roll: 4, if you still have the guard; 3, if the Bulletproof Screen is raised.
- Dice 2–7 (success): Bond reverses direction and continues.
- Dice 8–12 (failure): Bond remains facing in the same direction, and he loses the rest of this turn and all of his next turn.
Trick
One piece can pass another in the same Space only by doing a Trick jump over the other piece. Add to your dice roll: 4, if you still have the guard.
- Dice 2–8 (success): Bond passes the piece and continues.
- Dice 9–12 (failure): Bond stops in the Space before the other piece, he takes 1 Hit, and he loses the rest of this turn and all of his next turn.
Force
In a Force, Bond tries to run an Enemy piece off the road. Add to your dice roll: 4, if you still have the guard.
- Dice 2–10 (success): The Enemy piece takes 1 Hit, loses its next turn, and is moved off to one side.
- Dice 11–12 (failure): Bond loses the rest of this turn and all of his next turn.
Pick Up Card
Bond tries to find Tilly by picking up cards. Add to your dice roll: 4, if you still have the guard.
- Dice 2–7 (success): The Bond player looks at the card and follows the instructions; he can continue.
- Dice 8–12 (failure): The Bond player does not get to look at the card; he can continue.
Break Gate
Once Bond has found Tilly, he can try to break down any of the three gates at the edge of the map to escape. Add to your dice roll: 4, if you still have the guard.
- Dice 2–6 (success): Bond escapes and wins.
- Dice 7–12 (failure): Bond loses the rest of this turn and all of his next turn.
Fire
Bond can only fire at Enemy pieces in front of him. Add to your dice roll: 4, if you still have the guard; 1 for each Space between Bond and the target.
- Dice 2–7 (success): The Enemy piece takes 1 Hit.
- Dice 8–12 (failure): No effect.
Special Actions
- Eject Guard. This counts as 3 Actions, all of which must be done in one turn. This Action is automatically successful when the Bond player announces he has done it.
- Raise Bulletproof Screen. This counts as 3 Actions, all of which must be done in one turn. This Action is automatically successful when the Bond player announces he has done it. Once raised, the Screen cannot be lowered. Once the screen is raised, the Enemy player cannot Hit the Aston Martin with Fire from the rear.
- Oil Slick. Once per game, during his turn, Bond can release the Oil Slick. This counts as 1 Action and is automatically successful when the Bond player announces he has done it. Each Enemy piece that is 1 or 2 Spaces behind Bond must immediately perform an Avoid Oil Slick Action.
- Smoke Screen. Once per game, during his turn, Bond can release the Smoke Screen. This counts as 1 Action and is automatically successful when the Bond player announces he has done it. Each Enemy piece that is 3, 4, or 5 Spaces (no more, no less) behind Bond must immediately perform an Avoid Smoke Action.
Enemy Action Summary
Transcribed from the official "Enemy Action Summary" sheet (2/85). Each table lists the two-dice total; the result shown is the outcome for that range. Where the printed sheet's gray shading is hard to read on the scan, the success range is given as dice 2–7 and the failure range as dice 8–12, matching the Action Summary's column layout.
Movement
The number beneath the dice result is the maximum number of Spaces the Enemy piece can move this turn.
| Dice | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Spaces | 3 | 4 | 5 | 6 | 7 | 8 | 3 | 4 | 5 | 6 | 7 |
Quick Turn
In a Quick Turn, the car is making a sudden and dangerous turn around a corner.
- Dice 2–7 (success): The Enemy piece turns along the Quick Turn arrow and continues.
- Dice 8–12 (failure): The Enemy piece continues without making the Quick Turn.
Double Back
In a Double Back, the car turns completely around in its Space and continues in the opposite direction.
- Dice 2–7 (success): The Enemy piece reverses direction and continues.
- Dice 8–12 (failure): The Enemy piece remains facing in the same direction, and it loses the rest of this turn and all of its next turn.
Trick
One piece can pass another in the same Space only by doing a Trick jump over the other piece.
- Dice 2–7 (success): The Enemy piece passes the Bond (or other Enemy) piece and continues.
- Dice 8–12 (failure): The Enemy piece stops in the Space before reaching the other piece, it takes 1 Hit, and it loses the rest of this turn and all of its next turn.
Force
In a Force, an Enemy piece tries to run Bond off the road.
- Dice 2–7 (success): Bond takes 1 Hit, loses his next turn, and is moved off to one side.
- Dice 8–12 (failure): The Enemy piece loses the rest of this turn and all of its next turn.
Fire
Enemy pieces can fire at Bond wherever they see him, except they cannot fire at the rear of the Aston Martin when the Bulletproof Screen is raised. Add to your dice roll: 1 for each Space between the Enemy piece and Bond.
- Dice 2–7 (success): Bond takes 1 Hit.
- Dice 8–12 (failure): No effect.
Avoid Smoke
The Enemy piece is blinded and tries to avoid an accident.
- Dice 2–7 (success): The Enemy piece avoids the accident. No effect.
- Dice 8–12 (failure): The Enemy piece takes 1 Hit.
Avoid Oil
The Enemy piece goes into a skid and tries to avoid crashing.
- Dice 2–7 (success): The Enemy piece avoids the crash. No effect.
- Dice 8–12 (failure): The Enemy piece crashes and is removed from the game.
Special Card Summary
Transcribed from the Special Card Summary on the Enemy Action Summary sheet. Cards are turned over during a Pick Up Card Action (see above).
- Mirror. Bond is blinded by the glare of his own headlights in a mirror! Roll two dice. On a roll of 10 or less, Bond continues unaffected. On a roll of 11 or 12, Bond takes 2 Hits and loses the rest of this turn. Discard the Mirror card after completing the dice roll.
- Old Lady. A kindly little old lady opens up on Bond with a machinegun! Roll two dice. On a roll of 6 or less, Bond continues unaffected. On a roll of 7 or more, Bond takes 1 Hit and continues. Discard the Old Lady card after completing the dice roll.
- Odd Job. Goldfinger's henchman suddenly appears in front of Bond! Bond loses the rest of this turn and all of his next turn. Discard the Odd Job card.
- Tilly. The Bond player keeps this card; he can now try to escape by moving to a gate and performing a successful Break Gate Action!
- Nothing Here. This is just a false clue planted by the Enemy player. It has no effect. Discard it.