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Download the entire rulebook in PDF format.
Version 1.1 |
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SOLITAIRE
On your turn, draw one card, then play the top card of the deck as facedown cargo for Khan. No peeking! Play as normal - except that you can only play blue characters and Artifacts. All other cards are only useful as maneuvers.
All red characters you draw to your hand (even as PILOT bonus cards) must immediately cover a Location. Start covering Locations at Khan Industries and continue placing red characters clockwise. You may not play cargo at Locations covered in this way, but you may still move there.
You must win a dogfight against Khan on your turn to play cargo on your die roll. Khan is always within your RANGE, so you can always attack with Baloo even if you do not hold a blue Pilot. To dogfight, play all of your three maneuvers at once. Then draw three cards from the deck as Khan's maneuvers. If any one of Khan's maneuvers beats your single highest maneuver, Khan wins and you may not play cargo this turn. If none do, you have won the dogfight and may resolve any rewards, damages or draws. If Khan gets a Lucky Shot, it always trumps any other high maneuvers, so you get to draw the card. As an additional dogfight damage effect, you may discard the newest red character on the Location ring.
Khan wins at the END of any turn in which he has five cargo (Khan's final cargo is played facedown!) or all 12 Locations are covered by a red character. Khan also wins if at any point you run out of cards to draw from the deck. You win if you have five cargo (your final cargo must be real!) at the end of any turn.
CHANGES FROM PREVIOUS RULEBOOK EDITION |
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<: additional |
timing table :> |
TaleSpin and all related elements copyright the Walt Disney Company.
Card game design and website copyright Joe Fourhman 2004. Bookmark www.fourhman.com/talespin
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