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Eyes of the Jungle

Eyes of the Jungle Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparations
  • Playing the Game: Turning Cards
  • The Green Cards: Exploring and Solving the Dangers
  • Moving the Brown Cards
  • Game End
  • Expansion
  • Final Remarks
  • Description of the Dangers (Red Cards)
  • Description of the Skills and Equipment (Green Cards)
  • Publisher's Note

Contents

  • Game board
  • Game rules
  • 30 red danger cards
  • 21 green equipment cards
  • 8 brown cards with treasures, animals, children and scouts
  • 5 blank cards

Preparations

  • Put the game board in the middle of the playing area.
  • Shuffle all the cards (except the blanks) and put them, white side up, on the blue and green square spaces. The white spaces remain empty. See to it that the numbers of the spaces are still visible.
  • Decide together who may start the game.

Playing the Game: Turning Cards

  1. On each turn, you can perform one action: turn up a card, move a brown card or play a green card. At the start, turning up a card is the only possible option.
  2. Choose one of the face down cards and turn it, so that everyone can see it.
  3. When a red card is turned up, it is placed on a space with the number that is on the card. There are always two places with this number. Together you can choose which one will get the danger, except when another danger is already there. The red card can be put on top of a face down card.
  4. When you turn up a green card, put it in front of you. On a later turn, you can use this card to explore or solve a danger.
  5. When a brown card is turned up, it remains on the space where it is turned up.
  6. A face down card with a danger (red card) on top of it can not be turned up. The danger must be solved first!

The Green Cards: Exploring and Solving the Dangers

  1. When you have a green card with binoculars, you can use your turn to explore the jungle. When you hand in the binocular card (put it back in the box) you may peek at one card of your choice. Take the card and tell the other players what you have seen. Then put it back on the same space, still face down. Help each other in remembering what card lies there! Cards with a danger on top of it can also be explored in this way.
  2. A numbered green card might be useful to solve a danger in your turn. All the turned up red cards are dangers. Read the table at the end of the rules to see what dangers and obstacles are present. In the other table you can read about the skill or equipment you have. Try to think up how you could use this to overcome one of the dangers. Use your imagination!
  3. If you intend to solve one of the dangers, tell the other players how you are going to use your green card. The other players decide if this is possible and if they think it is wise to use this skill or equipment in this manner. When everyone agrees, the danger is solved: the red card and the green card are both put into the game box. But if there are objections, the danger will remain in place. Everyone help the player in finding a different useful action this turn.
  4. Sometimes, a face down card is exposed after the danger is solved. This card stays face down. In a later turn it can be turned up.

Moving the Brown Cards

  1. As soon as one or more brown cards are face up, you can use your turn to move a brown card. Of course you try to get them to their own place on the game board: the treasures to the temple, the animals to the deep forest, the children to their village and finally the scouts to base camp. The cards can only be moved over the lines that connect the spaces. Both white spaces can be reached from the last blue/green space.
  2. The brown cards can be moved any number of spaces, in any direction. But, they can only be moved over empty spaces! Turned up red cards, other brown cards and face down cards count as obstacles.

Game End

  1. When all the treasures, animals and children are returned safely, the mission is successful! Congratulations!
  2. Now try to bring the two scout teams to the base camp. When you succeed, not only the mission is completed, but the scouts have safely returned from the jungle as well!
  3. When you don't succeed in returning all the treasures, animals and children, decide together which are the most important and try to save those. If you would play the game once more, what could you do to return all of them?

Expansion

For an extra challenge, the following rule changes can be applied:

  1. Turned up green cards remain on the board. Now they are an obstacle for moving brown cards as well! Or they can be covered by red cards. In that case, the danger must be solved before the green card can be used.
  2. Problems can only be solved by a green card with the same number on it.

Final Remarks

In this co-operative game, the players work together to complete their mission. Listen to each other, discuss and share your ideas. To conquer the many dangers of the jungle, everyone's input is needed!

Show respect for the jungle. Try to avoid using violence, thus preserving the truth and beauty of the forest. Be the eyes and ears of the jungle and act with care and wisdom. Enter the jungle with quiet strength, do your work silently and then pass on leaving no trace behind.

Have a good mission!

Description of the Dangers (Red Cards)

  1. Earthquake Crevice: An earthquake has struck and left a large opening in the earth.
  2. Broken Rope Bridge: The bridge made of ropes is torn and can't be used.
  3. Leg Injury: A serious injury to the leg prevents further movement until attended to.
  4. Extreme Hunger: Progress is slowed down by weakness due to great hunger.
  5. Pit Trap / Snare Trap: A covered hole with sharp wooden stakes or a snare, tied to a bent branch.
  6. Fallen Trees: Some large trees have come down and block the path.
  7. Rock Slide: A pile of rocks has tumbled down and blocks the path.
  8. Piranhas: Deadly little fish with razor sharp teeth and great appetite.
  9. Fortune Hunters: A band of greedy, armed and dangerous fortune seekers.
  10. Alligator: This deadly creature moves quickly and has great strength!
  11. Rapids: A part of the river with dangerous rocks, falls and fast moving water.
  12. Flood: The river is overflowing and has become deep and destructive.
  13. Boa Constrictor / Viper: The Boa kills by coiling and squeezing; the Viper has a deadly poison.

Description of the Skills and Equipment (Green Cards)

  1. Ropelike Vines
  2. Roll of Wire
  3. Piece of Glass
  4. Special Herbs
  5. Sheet of Bright Cloth
  6. Jungle Knife (Machete)
  7. You Have Tremendous Strength
  8. Roots and Bark
  9. You Can Move Very Quietly
  10. You Have a Powerful Hypnotic Eye
  11. You Can Endure Great Pain
  12. Wooden Poles
  13. Wooden Flute
  14. You Can Run Very Fast
  15. Large Leaves

Publisher's Note

Use the blank green cards to add your own skills and equipment to the game! It is also possible to replace some dangers with your own challenges.

  • Scorpion / Black Widow: These two animals both have a deadly poison.
  • Heat Exhaustion: The jungle heat has weakened you to the point of being barely able to move.