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Squad Seven

Squad Seven Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up
  • How to Use Tranquilizer Gun
  • The Soundtrack CD
  • Sequence of Play
  • Cards
  • Event Card Notes
  • Winning & Losing

Contents

  • 1 audio CD
  • 1 tranquilizer gun
  • 6 darts
  • 28 Squad cards
  • 26 event cards
  • 56 treasure cards
  • 2 cardboard targets
  • instruction sheet

Set Up

All players sit around a table. Place the CD in a nearby CD player. Do not start playing yet.

Each player is dealt their seven Squad cards and lays them face up in front of them. If there are fewer than four players, remove the extra Squad cards.

Shuffle the Treasure, Camp and Event cards together, and deal all of them face down to each player. Players place their cards in a deck, face down in front of them on the table. These cards are referred to as the player's Playing Deck. Cards must not be seen until played.

Place the gun and tranquilizer darts on the table. The targets should be placed around the room near the table and should ideally be weighed down so they do not move when hit. Do not use tape or other adhesive to fix the target as this may damage furniture.

How to Use Tranquilizer Gun

  1. Cock the gun.
  2. Insert dart.
  3. Point and shoot.

Only use projectiles supplied with this toy. Do not fire at people or animals or at point blank range.

The Soundtrack CD

There are three tracks on the CD.

Track 1 - The Game, Track 2 - The Jungle Buzz, a free soundtrack, and Track 3 - a two minute demo of the Game so that players can quickly familiarize themselves with the day and night sounds of the jungle.

The CD provides two types of background sounds, which will tell the players whether it is day or night. During daytime players hear fast drumbeats and sounds of daytime animals. At night the drumbeat is slower with the sounds of nighttime creatures. Players should always be aware of whether it is day or night, since some treasures can only be safely captured during the day and others only at night.

Occasionally, a SCREAM will be heard in the jungle. As the game unfolds, certain actions must be carried out before the next SCREAM, otherwise the player who had to carry out the action loses a Squad member.

Sequence of Play

Start Track 1 on the CD. When the helicopter has landed in the jungle, the adventure begins!

In turn, players must quickly place the top card of their playing deck face up in the center of the table.

Time is precious. Once a drawn card has been played and acted upon, play moves swiftly to the player on the left, who quickly draws the next card from their deck. No time to lose!

Cards

There are three types of cards that can be drawn, Treasure, Camp and Event. If you incorrectly act on a Treasure or Camp card, as described below, or fail to complete the action required by an Event card, you lose a Squad member and must turn one of your Squad cards face down.

Treasure cards: A Treasure has been found! The first player to lay their hand on a Treasure card captures that treasure.

Beware! There are day Treasures and night Treasures.

Day Treasures can only be captured during the day. If it is night-time and a player lays their hand on a day Treasure, they lose a Squad member. There are three types of day Treasures.

Night Treasures can only be captured during the night. If it is day time and a player lays their hand on a night Treasure, they lose a Squad member. There are three types of night Treasures.

Beware! Some treasures are guarded by SNAKES. If a player lays their hand on a Treasure card with a snake on it, a Squad member is lost regardless of the time of day. Therefore think twice before you reach for that treasure!

Camp cards: A rival camp is discovered. The first player to lay their hand on a Camp card can steal a total of two Treasures from rival Squads.

However, some of the camps can only be safely approached during the day and others only at night. If you hit a camp at the wrong time of day, you lose a Squad member.

Beware! Some of the camps are guarded. If you hit a guarded camp, you lose a Squad member.

EVENT CARDS: When drawn, these represent a situation (usually dangerous) that has been encountered by a Squad. The player who drew the card must perform the action dictated by the Event card before the next SCREAM is heard on the CD, otherwise they lose a Squad member. If they succeed in performing the action before the next SCREAM, play immediately moves on to the next player.

Event Card Notes

TWO-HEADED MONSTER: Strange creatures lurk in the deep jungle. To survive an attack by the Two Headed Monster, the player has to move around the table returning to their place, then shoot and hit the Two Headed Monster target with a dart before the next SCREAM is heard, if they fail then one of the player's Squad is lost (to the Two Headed Monster).

ZOMBIE KING: Enraged and vengeful, the Zombie King has been awoken from his tomb. The player must shoot and hit the Zombie King target with a dart before the next SCREAM is heard, otherwise one of the player's Squad is lost (the Zombie King exacts his revenge).

COLLAPSING ROPE BRIDGE: The player's Squad has arrived at a collapsing rope bridge. To successfully cross the bridge without harm, the player has to move around the table and be re-seated before the next SCREAM is heard, if not, one of the player's Squad is lost (falling in the ravine below).

GIANT SPIDERS: Panic strikes as a horde of Giant Spiders descends on the player's camp. They must quickly pack everything up and leave. The player that drew this card must pick up all the cards accumulated in the center of the table and deal all the cards out to the players before the next SCREAM is heard. Failure to do so means that one of the player's Squad is lost (fatally bitten by a Giant Spider).

WITCH DOCTOR: Old and wise and with magical healing abilities, a Witch Doctor has appeared in the jungle. Any player to be the first to lay their hand on this card, can revive one of their lost Squad members and turns back over one of their Squad cards. However a player who has their entire Squad intact and who lays their hand on the Witch Doctor card, is punished by the Witch Doctor and loses a Squad member.

IMPORTANT: If the Two Headed Monster card or Collapsing Rope Bridge card is drawn, do not run or overexert yourself when moving around the table. Be sure to leave yourself some space between the table, chairs, and any other furniture or object that you might bump into, when moving around the table. We recommend wearing flat or low-heeled, rubber soled shoes when playing.

Winning & Losing

Any player that loses all of their Squad members is eliminated from the game, their Playing Deck is re-dealt to the remaining players, and any Treasures captured by that player are removed from play.

The game ends when the helicopter arrives to retrieve the remaining Squads. However, if at any time there is only one player remaining in the game, that player is automatically declared the winner.

The winner is the player whose Squad brought back the most treasure, knowing that each remaining member can carry back only three treasures.

In the event of a tie, the winner will be the one who has captured the most Treasure cards among the players who tie. If a tie still exists, those players take turns to shoot at one of the targets with the tranquilizer gun. When a player misses they are eliminated from the tie.