The Instructions for the Tom Swift Jr. Game
Last
Updated: 4/5/2002
The following text version instructions was provided to me by
Tom Ippolito. Thanks a lot, Tom! If you would rather see a
scanned image of the actual instructions, click here. The scanned image was provided to me by Don Labriola, who was kind enough to scan and e-mail it to me. Thanks a lot!!
TOM SWIFT GAME
© 1966 by Parker Brothers and the Stratemeyer Syndicate
For 2 to 4 Players
OBJECT
The object of the game is to be the player with the
highest score when the game ends.
EQUIPMENT
The equipment consists of five playing pieces, five
Travel Cards, 16 Plan Cards, Score Cards, two dice, one marble, Tom Swift Cards,
a playing board, and a Polar Ray Gun.
PREPARATION
Shuffle Score and Tom Swift Cards separately and place
them face down alongside the board. The
five Travel Cards are placed on their section on the board with the White
Reserve Card on the bottom of the pile. The
four Plan Cards are shuffled and placed in each section, the four ìAî Plans
placed on the ìAî location, etc. The
Polar Ray Gun is placed on its section with the marble inside ready to shoot.
Each player rolls the dice and the player rolling the highest goes first.
The four playing pieces are placed on the Starting section of their
color. The Green piece is placed on
the circle marked ìReserve.î
PLAY
The first player begins by drawing a Travel Card.
This card will indicate the travel area in which the player moves first.
The player then throws the dice and moves the piece of that travel area
the number of spaces indicated. If
the number he throws lands him on a space with a picture of Tom Swift, he takes
the top card from the Tom Swift Card pile and follows the instructions printed
on it. He then places the card face
up alongside the pack. If the
number he throws or the card he draws lands him on a space with a picture of the
Ray Gun on it, he takes a shot with the Ray Gun ending his turn.
The other players then follow in a clockwise direction.
A player must always move the full count of the dice
except when moving to the Start space. You
do not need the exact number to land on a Start space.
Players move in each section in the direction indicated by the arrows on
the board. If a player draws a card or lands on a space sending him to
another section he does not move the piece but exchanges the card he is using
with the card to the new section and his turn ends. On his next turn he moves the piece in his new section.
A reserve piece and a regular piece may occupy the same space.
RETURNING TO START
Players endeavor to make a complete tour around each
of the travel areas so that when a playerís piece lands back on a ìStartî
space, he will receive a ìPlanî from the particular area traveled.
If a player already has a plan from a travel area in which he had already
been, the player receives, instead, a Score Card.
When a playerís piece returns to a ìStartî
space, he also turns in his travel card, and his turn ends. On his next turn, he may take any one of the Travel Cards not
in use and start around the new travel area.
TRAVEL AND RESERVE CARDS
There is a Travel Card for Space, Air, Undersea and
Land. A player when moving in any
of these sections must hold its card. If
during the play, he changes position with another player, only the Travel Card
is exchanged either between the players, or from their location on the board.
The pieces are never disturbed but are moved from their old position on
the board by the player now holding the corresponding card.
There is one Reserve Card. This
card may only be used if a player has a plan for all available cards. Example: If a
player has a Space Plan and the only card at the start was the Space Card, he
could use the Reserve Card. The
Green reserve piece is used when a player elects to use the Reserve Card.
SCORE CARDS
When a player draws a Tom Swift Card that tells him to
take a Score Card, he takes the top Score Card. If a player shooting with the Ray Gun scores a 25, 50, 75 or
100 the card or cards to equal this score is given to him from the bottom of the
deck. Example:
If a player scores a 50, he takes the first 50 point score card which is
dealt from the bottom of the deck. Players
keep their Score Cards with them face down so other players do not know their
score.
OBTAIN PLAN FOR
POLAR RAY DYNASPHERE
A player must go through all sections:
Space, Air, Land and Undersea before he can obtain all sections of the
plan. As he completes each section,
he takes the top plan as he arrives back at Start.
HE MAY TAKE ONLY ONE PLAN FROM EACH SECTION.
If he already has a plan from a section he just completed, he takes a
Score Card. When a player has obtained all four parts:
A, B, C and D of the plan cards and has returned his Travel Card, his
turn ends. On his next turn he puts
his plan together and takes a shot with the Ray Gun either for more score or to
end the game.
POLAR RAY DYNASPHERE GUN
This gun is always on its location on the board.
When a player is entitled to shoot, he places the marble in the gun and
aims the gun towards the hole he wishes the marble to land in.
He then moves the back of the gun slowly upward.
This releases the marble toward the target.
If the marble lands in any hole, the player is given a score card for the
amount noted above the hole. Players,
when shooting, must always keep the gun within its area.
WINNING THE GAME
When a player has four parts of the plan he shoots
with the Ray Gun. He may shoot for
additional score or if he has enough score to win, he shoots for the Finish.
If his marble lands in the Finish Hole he receives 25 points and the game
ends. Each player counts the Score Cards and the parts of the plan
they have obtained during the game. The
player having the highest score wins the game.
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