Download the entire rulebook in PDF format.

Version 1.1
September 2004


ACTION CARDS
These cards are played during Step 2 of your turn. Some may be played on your opponent's turn; these cards will say on them when they can be played. Some may have a cost associated with them, such as "Discard a card from your hand to do X." Once you have determined that you can play an Action card, do whatever it says.

If an Action card has this tiki symbol on it, then you may only play that card once during your turn.


LOCATION CARDS
The Location cards form the game's Location Ring, arranged like the face on a clock according to the number in the lower left corner. Each Location has a RECEIVING score, which is the minimum number of SHIPPING you need to play cargo there.

Some Locations have a Cargo Bonus effect. This is a special effect that is resolved only if you play cargo at that Location. You can get an idea how good the Bonus is by the RECEIVING score.

CARGO CARDS
These cards are the only true cargo in the game. They are played during Step 3 of your turn.


ARTIFACT CARDS
Artifacts are played on your turn to any Player's cargo hold, during Step 2. Artifacts are not considered "bluffs" when revealed as open cargo. An artifact's effects apply to the Player that controls the cargo hold, not necessarily the Player who played the card.

Card Types continued on the next page.

<: setup

card types 2 :>


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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