Seaside Frolics
Seaside Frolics Rulebook
Table of Contents
Table of Contents
Contents
- 1 Playing Board
- 1 Display Box
- 6 Coloured Characters
- 252 Postcards
- 20 Sixpenny Coins
- 24 Penny Coins
- 1 Dice
How to Move
On throwing the dice a player has three options, move forward, move backwards, or remain on the same square and forfeit the throw. If a player throws a "six" another throw is permitted, giving the option of using either number first, whichever is the most advantageous. Further flexibility is achieved by using SPENDING MONEY. A player can buy a one square adjustment per throw at a cost of one penny. Only one CHARACTER may occupy a square but another player may move a CHARACTER through the square on which another stands.
The Clock
The CLOCK is one of the main features of the game. Its presence adds realism in the race against time, and by its very action, provides the game with unique natural progression. The passage of time is represented by the clock hand being moved on 1 hour after each round of throws. Each day starts at 8 a.m. and finishes at midnight.
Spending Money
Each player is given two sixpenny coins SPENDING MONEY per day, to be used on ACTIVITIES, TRAMCAR and MOVE ADJUSTMENT. On completion of the game a Penalty of 5 points must be deducted from the final score for each penny not spent.
Activities
Access to an ACTIVITY is gained by landing on the WHITE ARROWED ENTRY SQUARE. The player then moves on to the picture, pays the admission fee (if applicable) and collects the POSTCARD. If a player does not wish to visit that activity it is possible to remain on the entry square until the next throw. To leave an ACTIVITY must be via the GREY ARROWED EXIT SQUARE, from which counting starts. There is no restriction to the number of times an ACTIVITY is visited.
A BLACK ARROW indicates a "one way only" direction.
Bonus Points
Each of the ACTIVITIES belongs to a related set and to assist the collection of these they have been named, numbered, and colour coded. If on completion of the game a player can produce any sets then BONUS POINTS are awarded - see BONUS POINTS TABLE on the playing board.
Stations
STATIONS are used on the JOURNEY and RETURN stages of the game for transfer from HOMETOWN to SHRIMPTON ON SEA and back to HOMETOWN. A transfer is completed from the STATIONS via the Grey arrow, onto the track, ending on the Black arrowed Exit square. Players are not permitted to enter the STATIONS whilst playing the Resort stage of the game.
Forecast Card
The FORECAST CARD displays the opening times of the MAJOR ACTIVITIES at Shrimpton on Sea and must be changed before the start of each day. When a player lands on an (F) square the FORECAST CARD must be referred to prior to entering the ACTIVITY and providing the clock time comes within the times displayed on the card the player can then proceed onto the ACTIVITY.
Surprise Card
When a player lands on a SURPRISE SQUARE (S) the top SURPRISE CARD must be consulted, the dice is then re-thrown to determine the action to be taken from the listed options - this is compulsory. If directed to an ACTIVITY the player should proceed to the Entry square, and not onto the ACTIVITY. Choice can then be made whether to enter or not, pay the admission fee (if applicable) and collect the POSTCARD. The SURPRISE CARD is then returned to the bottom of the pack.
Tramcar Card
When a player lands on a TRAMCAR STOP (T) there are two options, either to ignore it and continue as normal, or remain on the TRAMCAR STOP and purchase a TRAMCAR CARD at a cost of Three Pennies, then on the next turn to throw the dice the player moves direct to any unoccupied TRAMCAR STOP, from which counting starts. This Card is valid for One Day only but can be used more than once providing the player again lands on a TRAMCAR STOP. This Card must be returned to the bottom of the pack at the end of the day.
Preparation for Play
Ensure that all the POSTCARDS are in the correct pockets in the Display Box. The FORECAST, TRAMCAR and SURPRISE CARDS should be positioned on the Board and the top FORECAST CARD turned face-up. Each player selects a coloured CHARACTER and places it on an available Red square of HOME SWEET HOME. Players are issued with 2 sixpenny coins SPENDING MONEY. The CLOCK is set at 8 a.m. for the start of play. Order of play is decided by each player in turn throwing the dice. The player with the highest score starts first, play then continues in a clockwise direction.
Playing the Game
The Journey
One Day (17 Rounds)
Starting at 8 a.m. the object of the day is to travel from the red squared HOME SWEET HOME and arrive at any red square of SEAVIEW HOTEL by midnight. The player with the first turn throws the dice and moves the appropriate number of squares, the first (objective being to land on one of the white arrowed entry squares to the BOOKING OFFICE. Having achieved this, the coloured CHARACTER is then moved onto the picture, the sixpence is paid and the POSTCARD collected.
On the reverse side of the POSTCARD is the RETURN TICKET indicating the RAILWAY on which to travel. On the next throw the player then moves off the picture via the Grey Exit arrow onto the RAILWAY SQUARES. This procedure is used for Entry and Exit of all ACTIVITIES.
Once on the Railway Squares the player should then proceed to the appropriate Station (1 or 3), on the way either of the Railway Activities may be visited (see Bonus Points). Upon reaching THE STATION on the HOMETOWN section the player collects THE STATION POSTCARD, but before a transfer to the SHRIMPTON ON SEA section can be completed the reverse side of the postcard must be consulted regarding the quality and length of the train journey. Having completed the transfer, players must note that the White Arrowed Entry Squares to STATIONS 2 and 4 only apply to the playing of the Train Journey at the Return Stage, treat these as normal squares and do not collect postcard.
Players should then proceed to the SEAVIEW HOTEL either direct, or with the option of calling at any of the ACTIVITIES on the way, but remembering that the objective is to arrive by midnight.
Seaview Hotel
Entry to SEAVIEW HOTEL is gained by landing on any unoccupied red square - exact number not required. As an exception to the general rule, players remain on the red squares instead of moving on to the picture. Upon arrival at SEAVIEW HOTEL a player is rewarded with a SEAVIEW HOTEL POSTCARD (Journey only). If a player fails to arrive by midnight the Hotel Postcard is forfeited and a TIME PENALTY is given - see TIME PENALTY TABLE. When playing the RESORT stage, Hotel Postcards are not collected, these are for first arrival only.
Time Penalty Table
| Squares away from Hotel | Penalty | Start Time |
|---|---|---|
| Over 20 | 5 hours | 1 pm. |
| 16-20 | 4 hours | 12 am. [Print is hard to read; the printed time reads "12 am." and may be intended as noon. Transcribed as printed.] |
| 11-15 | 3 hours | 11 am. |
| 6-10 | 2 hours | 10 am. |
| 1-5 | 1 hour | 9 am. |
The TIME PENALTY TABLE is used if a player fails to reach the Hotel by midnight, whilst playing both the JOURNEY and RESORT stages of the game. Once the penalties have been noted, the offending players then move their Characters to any available red square of the Hotel ready for the next day's play. Players are not permitted to leave the HOTEL until their Time Penalty has elapsed.
The Resort
One or more days can be spent here, this can be varied according to the time available.
Starting from SEAVIEW HOTEL at 8 a.m. (time penalties permitting) the object is to visit the ACTIVITIES at the RESORT and collect as many POSTCARDS as possible, returning to SEAVIEW HOTEL by midnight. If a player fails to return by midnight the Time Penalty Table must be observed.
The Return
One day only, starting at 8 a.m. (time penalties permitting) the object is to travel from the red squares at SEAVIEW HOTEL and arrive on any available red square at HOME SWEET HOME by midnight. For each player the RETURN is made via the same RAILWAY as stated on the BOOKING OFFICE POSTCARD (purchased on THE JOURNEY). Upon reaching the relevant STATION at SHRIMPTON ON SEA, the player collects another STATION POSTCARD and the information relating to the length of the train journey must be adhered to before a transfer can be completed.
On return to HOMETOWN, players are not required to call at THE BOOKING OFFICE but can call at any of the other activities, providing spending money and time available permit, remembering the objective is to reach HOME SWEET HOME by midnight.
Home Sweet Home
Entry to HOME SWEET HOME is gained by landing on any unoccupied red square - an exact number is not required. Upon reaching Home a player remains on the red square instead of moving onto the Picture and is rewarded with a HOME SWEET HOME POSTCARD. If a player fails to arrive by midnight, the Home Postcard is forfeited and a Points Penalty is deducted from the Final Score (see POINTS PENALTY TABLE).
Points Penalty Table
| Squares away from Home | Penalty Points |
|---|---|
| Over 20 | 25 |
| 16-20 | 20 |
| 11-15 | 15 |
| 6-10 | 10 |
| 1-5 | 5 |
If on completion of the game a player still has SPENDING MONEY left then for each penny remaining five points must be deducted from the Final Score.
Ending the Game
On completion of the game all players should total up the points gained on their POSTCARDS and also refer to the following:
- Additional BONUS POINTS - see Playing Board.
- Deduct PENALTY POINTS as applicable.
The player with the highest number of points is the WINNER.
Summary
Points to remember prior to each day's play:
- Note any Time Penalties
- Return Tramcar Cards
- Reset the Clock to 8 a.m.
- Issue Spending Money
- Change Forecast Card
- Remember all Activities belong to Sets and when complete offer Bonus Points.