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12. In the last turn of the game, you may move your own piece
before moving the mother ship.
Game end
The game can end in three ways:
1. The four elements are found and all players have returned
to the starting space before the mother ship has left orbit.
The scout craft can be repaired. All sky travellers are
safely returned to the mother ship and can reach home!
Congratulations!
2. The elements have been brought to the starting space, but one
or more players are stuck in a dangerous situation. Someone
who is stuck can decide to stay on this strange planet, so that
the others can return home. A valiant choice!
3. The mother ship leaves the last star of its orbit, before all the
elements are found and returned to the starting space. The
sky travellers will not be able to return to their home world.
Hopefully, they will learn to cope with living on this strange
planet...
More challenge
To increase the game level, the following rules can be added:
You are only allowed to stay at the starting place when the
mother ship is on one of the last 5 stars. Until that time, you
have to keep moving.
The ‘future sight’ (special power number 10) can only be used
three times, after that the card has to be put in the game box.
Description of the dangerous situations (red cards)
START Airforce lab people are keeping you in their laboratory
and are performing all kinds of experiments on you.
1 You are trapped by killer bees.
3 You are caught in a big earthquake.
6 You are caught among two warring tribes.
7 You are caught in a nuclear accident.
9 You are trapped by bloodthirsty sharks.
10 You are caught in deadly water pollution.
12 You are hijacked by ruthless sea pirates.
13 You are caught in a destructive major fl ood.
15 You are caught in unbreathable air pollution.
16 You are caught by vicious muggers.
18 You are caught in an outbreak of armed confl ict.
19 You are caught in racial feuding which is out of control.
21 You are caught in large scale forest cutting.
22 You are trapped by wild animals gone crazy.
24 You are caught in a raging forest fi re.
25 You are trapped in a heavy rock slide.
27 You are caught in sudden freezing conditions.
28 You are trapped by a brutal bandit gang.
30 You are caught in a large scale strip mining operation.
Description of the special powers (green cards)
1 Teleport: You can dissolve and reapppear in another place.
2 You can cure yourself, therefore you can escape any situation.
3 You can make a huge jump, fl y a bit and then land safely
again.
4 Telepathy: You can send a mind message to all living
creatures.
5 You can project a hologram of yourself.
6 You have tremendous physical strength.
7 Telekinetic power: you can move objects with your thoughts.
8 Hypnosis: you can make anything go quietly to sleep.
9 Compassion: your loving vibrations make anything turn
gentle.
10 Future sight: you can look into the future.
Keep this power with you during the whole game!
Description of the elements (grey cards)
A Special metals
B Magnet power
C Electronic chips
D Super glue
Princess
2-4 players, age 4+
How can we rescue the princess
who is sleeping in her castle for
100 years? The players make up
a story together, using the things
they fi nd on their way.
Max the tomcat
1-8 players, age 4+
Bird, Mouse and Chipmunk are
trying to reach their homes, but
Max is coming after them! An
exciting strategy game for all
ages.
Secret Door
1-8 players, age 5+
We try to fi nd out what
valuables are hidden behind the
secret door. Then we can prevent
them from being stolen.
A co-operative memory game.
Sandcastles
1-8 players, age 5+
At the beach we build beautiful
sandcastles! A tactical game
that entices the players to make
up their own variations of the
game.
Winter
1-12 players, age 6+
Winter has come. Snow and ice
block the roads. With the help
of snow ploughs and gritters we
can return home safely!
Mount Everest - Mountaineering
2-6 players, age 7+
Form a team of mountaineers
and climb to the summit
together! A good team can
overcome all kinds of troubles.
An exciting strategy game.
Eyes of the Jungle
1-12 players, age 8+
How can we conquer the dangers
of the jungle? An exciting game
in which strategy, creativity and
co-operation go hand in hand.
The fantasy of the players leads
to new stories all the time.
Pinch the Poachers
2-5 players, age 8+
The poachers are trying to catch
wild ducks, boars and deer. We,
the forest keepers, are not going
to permit that! We will arrest
them before they can even catch
one animal. An exciting strategy
game.
Archipel - Somewhere in China
2-5 players, age 11+
The players go fi shing in a
Chinese archipelago. The fi sh are
abundant, but each customers
wants particular fi sh species!
Catch the right fi sh before the
stormy season comes up...
Some other co-operative games by Sunny Games
Colophon
© 2010 Z4nnespel/Sunny Games.
This game is a license version of the game ‘Sky Travelers’ from
Family Pastimes, Perth, Ontario, Canada.
Original game rules © 1989, Jim Deacove (Family Pastimes).
This version © 2010, Steven Michiel Rijsdijk (Z4nnespel) and
Anne Mijke van Harten (Earthgames), Loenen, Holland.
Translator: Steven Michiel Rijsdijk (Z4nnespel).
Illustrators: Jim Deacove and David McBrearty (Family Pastimes).
Designer: Jeroen van Dijk (2DSign), Broek op Langedijk, Holland.
Producer: Nederlandse Spellen Fabriek, Medemblik, Holland.
This game is dedicated to Robert Jan de Klein, since he is the
ultimate co-operative person (possibly together with Jim Deacove).
Publisher:
Z4nnespel/Sunny Games
Keizerfazant 54
1704 WL Heerhugowaard
The Netherlands
+31-72-5747825 (072-kristal)
info@sunnygames.eu
www.sunnygames.eu
‘Co-operative games’
is a trademark from Family Pastimes.
4


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