007 James Bond: You Only Live Twice
007 James Bond: You Only Live Twice Rulebook
Table of Contents
Table of Contents
Components
Each copy of You Only Live Twice includes the following components:
- Rules Folder
- Action Summary
- 11" x 16" mapboard
- Playing pieces (4 Enemy helicopters, Little Nellie, number squares)
- Five playing piece stands
- Status Sheet pad
- Two six-sided dice
You will also need a pencil to play the game.
Set Up
To begin, unfold the game map and carefully punch out the playing pieces. Insert the helicopter pieces in their stands, and place them on the map in the Spaces marked (A, B, C, and D for the Enemy pieces, and the Space marked Bond for Little Nellie). Each player should take one Status Sheet. The player who will be Bond uses the top half of his Sheet, and the Enemy player uses the bottom of his Sheet. Both Sheets can be used again by exchanging them.
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 how many Spaces the Bond piece must move in this turn (unless he loses part of his turn). Take the number square with the same number as the number of Spaces Bond must move and place it in the volcano crater to remind you, during Bond's turn, how many spaces he will have to move.
Example: You are the James Bond player, and you roll two 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 9. James Bond will have to move 9 Spaces this turn; put the number square with a 9 on it in the volcano crater to remind you.
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The James Bond player can now move his piece and perform Actions.
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The Enemy player rolls 2 dice for one of his helicopters and looks at this Enemy Action Summary on the "Movement" line. He finds how many Spaces the piece must move this turn, and puts the number square with that number in the volcano crater.
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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 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 perform any Action; it must stay where it is until it has lost a full turn. A piece that loses a turn can still perform "Dodge" Action during the opponent's turn.
Action Summaries. Each player has an Action Summary that lists all the Actions his piece(s) 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 Chart. If the dice result is in the white area, read the message in the white area; if the dice result is in the gray area, read the message in the gray area.
How to Win
The game continues until one of the following happens:
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If all four Enemy pieces crash, the Bond player wins.
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If the James Bond piece crashes, the Enemy player wins.
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If all pieces — Bond and Enemy — are completely out of ammunition, the game ends in a tie. Do not count ammunition on pieces that have already crashed in this case; only pieces still on the map matter.
Status Sheets
Each Status Sheet has boxes to keep track of ammunition and hits. Whenever you use any weapon, check off one box of that weapon type on your Status Sheet. Once you have checked off the last box for that weapon, the weapon cannot fire again — you have used all your ammo. Whenever the Action Summary says that you have taken 1 hit (or 2 or 3), check off that many Hit Boxes on your Status Sheet. Once you have checked off the last Hit Box, your piece crashes and is removed from the game.
Movement
After rolling to find how many Spaces you must move, pick a number square and place it in the volcano crater. During your movement, you will perform Actions, and you might forget how many Spaces you were supposed to move; the number square is there to remind you how many Spaces to move.
You must always move your pieces as far as your movement dice roll calls for, unless it is impossible to do so because other pieces are in your way. Your piece can only move forward — in the direction of the front of the helicopter — from Space to Space (unless it performs a Double Back; see your Action Summary). At the beginning of the game, you can point your pieces in any direction, as long as they are pointed toward another Space.
There are several types of Spaces and Lines on the map: High, Low, Single, and Double Spaces; and Flight Path, Overpass, Vertical Fire, and Quick Turn Lines.
When you are in a High Space (white dot), you are above any piece in a Low Space (purple dot). There is an advantage to firing your machineguns from a Low Space into a High Space (you are firing into the "belly" of the helicopter above you, and you use the "Machinegun Fire from Beneath" line of the Action Summary).
A piece cannot end its turn in a Single Space (any dot without a number in it) that already contains another piece. A piece cannot end its movement in a Double Space (any dot with a "2" in it) that already contains two other pieces. If moving the full number of Spaces called for on your number square would place your piece in a Space that is already full, stop your movement in the Space before the filled Space. Note that you can move through a filled Space during your movement, and perform Actions there; but you cannot stay in a filled Space.
Flight Path (solid blue) lines are the lines your pieces normally move along from Space to Space. You cannot move or fire from one Space to another unless they are connected by a Flight Path Line (or an Overpass).
Overpass Lines (dotted blue) are identical to Flight Path Lines in all respects. They are drawn differently on the map to show that, when you move from one Space to another along an Overpass, you are flying over a lower Flight Path.
Quick Turn (yellow) lines are a special type of Flight Path Line. To move from one Space to another connected by a Quick Turn Line, you must perform a Quick Turn Action. Also, you cannot fire along a Quick Turn Line.
Vertical Fire (yellow with arrow heads) Lines show Low Spaces that are considered to be directly under High Spaces. A piece can fire (but not move) its machineguns along a Vertical Fire Line, from the Low Space to the High Space (but not from High to Low). James Bond can also use the Vertical Fire Lines to drop Air Mines from the High Space to a connected Low Space (see the 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 helicopter move, fire at your opponent, and quickly move away so that your opponent cannot fire back.
During your movement, your piece(s) can perform Actions. All possible Actions are listed on your Action Summaries. Actions can be used to maneuver (Quick Turn, Double Back), damage your opponent (Fire Combat, Force), or avoid destruction (Force Dodge, Dodge Rockets, Dodge Missiles). Whenever you perform an Action, roll two dice and refer to your Action Summary. For the most part, any number of Actions can be attempted in a piece's turn, with the following restrictions:
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A piece can never try more than one Fire Combat Action in one Turn. This means that an Enemy piece can fire its machineguns only once in a turn, and Bond can fire only one of his weapons once during a turn.
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When a piece tries a Force, it can try no other type of Action (other than movement) in that turn, before or after the Force attempt. The reason for this is that a Force is a complex and dangerous maneuver that takes all of the pilot's concentration; he has no time to try anything else.
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When Bond tries Missile Fire, he can try no other type of Action (other than movement) in that turn, before or after the Missile Fire attempt.
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A piece can never try more than one Quick Turn in a turn.
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A piece can never try more than one Double Back in a turn.
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Force Dodge, Dodge Rockets, and Dodge Missiles are performed during your opponent's turn. Bond can Force Dodge as often as necessary.
Other than these restrictions, you are free to mix Actions in a turn to get into position, fire at your opponent, and get away in any way you like.
Firing Weapons
Each Enemy piece is equipped with a machinegun. Little Nellie is equipped with a machinegun, rockets, missiles, air mines, and a flamethrower. A piece can never use a Fire Combat Action more than once in a turn. Each time you fire a weapon, check off one Ammo Box for that weapon on your Status Sheet.
Machinegun Fire. You can fire a machinegun any distance, tracing through Flight Path and Overpass (but not Quick Turn) Lines in a forward direction. You can also fire up at a target, from a Low Space to a High Space. Note that the number of Spaces between your firing piece and the target piece affects the chances of hitting the target. The farther away the target, the less likely you are to hit it.
Vertical Fire. If your piece is in a Low Space connected to a High Space by a Vertical Fire Line, you can fire your machinegun along that Line.
Bond's Other Weapons. Bond can fire his Missiles, Rockets, Air Mines and Flamethrower as listed on the Action Summary. Any weapon that fires more than one Space must trace its range along Flight Path Lines (not Vertical Fire and Quick Turn Lines).
James Bond Action Summary
Chart reproduced from the James Bond Action Summary (Y-6078 2/85). Each Action is rolled as two dice added together; the result is read in the white area or the gray area of that Action's row.
Movement. The number beneath the dice result is the number of Spaces Bond must move this turn (unless he uses a Force or loses his turn).
| Dice roll | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Spaces | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Quick Turn. In a Quick Turn, the helicopter is making a sudden and dangerous turn onto a new course.
- Dice 2–11 (white): Bond turns along the Quick Turn arrow and continues.
- Dice 12 (gray): Bond continues without making the Quick Turn.
Double Back. In a Double Back, the helicopter turns completely around in its Space and continues in the opposite direction.
- Dice 2–11 (white): Bond reverses direction and continues.
- Dice 12 (gray): Bond remains facing in the same direction, and he loses the rest of this turn and all of the next turn.
Force. In a Force, Bond attempts to fly close to an Enemy helicopter and tries to make it crash.
- Dice 2–7 (white): The Enemy piece in Bond's Space must immediately roll for Force Save.
- Dice 8–12 (gray): Bond loses the rest of this turn and all of the next turn. No effect on Enemy.
Force Dodge. In Force Dodge, Bond attempts to keep Little Nellie from crashing after an Enemy Force attempt.
- Dice 2–8 (white): Bond loses his next turn.
- Dice 9–12 (gray): Bond crashes.
Fire Combat. Machinegun Fire from a High Space can never be used against a piece in a Low Space.
Machinegun Fire on Same Level (fire forward or same Space)
- Same Space: dice 2–11 (white) Target Enemy piece is hit once; dice 12 (gray) No effect.
- 1-Space Range: dice 2–10 (white) hit once; dice 11–12 (gray) No effect.
- 2 or 3-Space Range: dice 2–8 (white) hit once; dice 9–12 (gray) No effect.
- 4, 5 or 6-Space Range: dice 2–5 (white) hit once; dice 6–12 (gray) No effect.
- 7-Space Range or Longer: dice 2 (white) hit once; dice 3–12 (gray) No effect.
Machinegun Fire From Beneath (fire forward)
It is impossible to fire from beneath at a piece in the same Space.
- 1-Space Range: dice 2–11 (white) Target Enemy piece is hit once; dice 12 (gray) No effect.
- 2 or 3-Space Range: dice 2–10 (white) hit once; dice 11–12 (gray) No effect.
- 4, 5 or 6-Space Range: dice 2–7 (white) hit once; dice 8–12 (gray) No effect.
- 7-Space Range or Longer: dice 2–4 (white) hit once; dice 5–12 (gray) No effect.
Rocket Fire (fire forward)
You cannot fire Rockets at a piece in the same Space. You can fire Rockets no more than 10 spaces ahead and the target must be on the same level (High or Low).
- 1 to 5-Space Range: dice 2–11 (white) Target Enemy piece must immediately roll for Dodge Rockets; dice 12 (gray) No effect.
- 6 to 10-Space Range: dice 2–7 (white) Target Enemy piece must immediately roll for Dodge Rockets; dice 8–12 (gray) No effect.
Missile Fire (fire in any direction, any range)
You cannot fire Missiles at a piece in the same Space. The target must be on the same level (High or Low).
- Any Range: dice 2–11 (white) Target Enemy piece must immediately roll for Dodge Missiles; dice 12 (gray) No effect.
Flamethrower Fire (fire backward 1 Space)
You can fire the Flamethrower only into the Space directly behind Bond, and the target must be on the same level (High or Low).
- 1-Space Range: dice 2–11 (white) Target Enemy piece is hit three times; dice 12 (gray) No effect.
Air Mines (drop 1 Space)
You can drop Air Mines only along an Under/Over arrow into the Space below.
- 1-Space Drop: dice 2–8 (white) Target Enemy piece crashes; dice 9–12 (gray) No effect.
Enemy Action Summary
Chart reproduced from the Enemy Action Summary (Victory Games 3550573). Each Action is rolled as two dice added together; the result is read in the white area or the gray area of that Action's row.
Movement. The number beneath the dice result is the number of Spaces each Enemy piece must move this turn (unless he uses a Force or loses his turn).
| Dice roll | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Spaces | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Quick Turn. In a Quick Turn, the helicopter is making a sudden and dangerous turn onto a new course.
- Dice 2–5 (white): The Enemy piece turns along the Quick Turn arrow and continues.
- Dice 6–12 (gray): The Enemy piece continues without making the Quick Turn.
Double Back. In a Double Back, the helicopter turns completely around in its Space and continues in the opposite direction.
- Dice 2–6 (white): The Enemy piece reverses direction and continues.
- Dice 7–12 (gray): The Enemy piece remains facing in the same direction, and he loses the rest of this turn and all of the next turn.
Force. In a Force, an Enemy piece attempts to fly close to Bond and tries to make him crash.
- Dice 2–3 (white): Bond must immediately roll for Force Save.
- Dice 4–12 (gray): The Enemy piece loses the rest of this turn and all of the next turn. No effect on Bond.
Force Dodge. In Force Dodge, the Enemy piece attempts to keep his helicopter from crashing after a Bond Force attempt.
- Dice 2–4 (white): The Enemy piece loses his next two turns.
- Dice 5–12 (gray): The Enemy piece crashes.
Dodge Rockets. By Dodging Rockets, an Enemy piece attempts to limit the effect of Bond's Rockets.
- Dice 2–4 (white): The Enemy piece is hit by the Rockets once.
- Dice 5–12 (gray): The Enemy piece is hit by the Rockets three times.
Dodge Missiles. By Dodging Missiles, an Enemy piece attempts to avoid Bond's Missiles.
- Dice 2 (white): Bond's Missiles have no effect on the Enemy piece.
- Dice 3–12 (gray): The Enemy piece crashes.
Fire Combat. Machinegun Fire from a High Space can never be used against a piece in a Low Space.
Machinegun Fire on Same Level (fire forward or same Space)
- Same Space: dice 2–8 (white) Bond is hit once; dice 9–12 (gray) No effect.
- 1-Space Range: dice 2–7 (white) Bond is hit once; dice 8–12 (gray) No effect.
- 2 or 3-Space Range: dice 2–5 (white) Bond is hit once; dice 6–12 (gray) No effect.
- 4-Space Range or Longer: dice 2 (white) Bond is hit once; dice 3–12 (gray) No effect.
Machinegun Fire from Beneath (fire forward)
It is impossible to fire from beneath at a piece in the same Space.
- 1-Space Range: dice 2–9 (white) Bond is hit once; dice 10–12 (gray) No effect.
- 2 or 3-Space Range: dice 2–7 (white) Bond is hit once; dice 8–12 (gray) No effect.
- 4, 5 or 6-Space Range: dice 2–4 (white) Bond is hit once; dice 5–12 (gray) No effect.
- 7-Space Range or Longer: dice 2 (white) Bond is hit once; dice 3–12 (gray) No effect.