Translation by Peter Wotruba (pete@chem.UCSD.EDU), October 25, 1994.
Are you prepared for adventure? Good! Then join us in the following story: The English crown jewels have been stolen by an organized international gang. The trail leads to Nice. A large reward is offered for their return. Will you earn this?
We find ourselves on the roofs of Nice (aka Nizza). It does not matter how we got there, because that is where the fun begins. In the manner of James Bond, we swing from house to house on the end of a rope, climb up ladders, or throw your rivals from the roof into the water.
Along with climbing, swinging, and throwing your competitors into the water, do not forget the crown jewels!
Every player takes a figure (climber), and places it on the green roof terrace next to the helicopter.
The six ropes are placed on any six chimneys. We suggest using chimney's number one, four, five, eight, nine, and eleven.
The six suitcases are placed next to the board.
From the water you may climb out onto the ground without using the ladder. How you get out of the water is described in the section: "Thrown into the Water"
From the ground, you may move further up on the houses by swinging or climbing. You may only swing, however, if you are within the radius of a rope.
On the ground a rival must be in the same square as you for you to throw him into the water. (He lands in the water next to the space he occupied earlier).
When you are in the air you can throw a colleage into the water as long as he is not further than a ladder's length from you. (Hold the ladder between the two figures, and if the piece is close enough, he goes into the water). The rival falls vertically into the water. And so there will be no arguments, follow this rule:
Orient yourself on a neighboring house, or on a window, and place the other piece parallel to you. Move the other piece in a line from you to the ground, and then into the water. (The boat has no special significance).
One of two special things may happen when you fall into the water:
When you arrive at the first red roof terrace, you must roll a suitcase symbol in order to grab a suitcase.
Anyone with a suitcase must roll one of these symbols on one of the five dice before continuing.
To find out who starts everybody rolls a die. (If there are six people someone will be stuck without one). The first player to roll a falls in water symbol, and then cries "Stop" starts the game.
The first player rolls all five dice. Next he can correct his die-result through two further rolls. This happens as follows: After the first roll, you decide how many of the five dice you want to keep, rerolling the others. you may repeat this proceedure one more time. You do not of course have to roll the dice a second or third time.
After the third roll, the player must use the die-results that are showing. He then takes one of the dice, and does the action that the die shows. That die will then be immediatly passed to the next player to the left. Then the first player takes a second die and performs that action, and passes the die. This occurs for all 5 dice. If the dice show actions which you can not do, or that do not apply, they get passed on with no resulting action being taken. As soon as the next player has all five of the dice, it is his turn.
Every player is permitted, when he starts, to place his piece as close to the edge of the green terrace as they like.
You are not permitted to try out your planned strategy. (Except when you have an explicit question - which should be rare.)
When you get a suitcase, place it so the green side showing the tools is face-up. You have all the tools now, and now you can crack the safe on the second red terrace. A player with a suitcase must always have at least one suitcase symbol among the five dice he is using that turn. This symbol means "Suitcase Dragging". If a player does not have this symbol when he is trying to move while carrying a suitcase, he must remain where he is and is not permitted to move farther.
Once you have a suitcase, it can only be lost by falling into the water.
When a player cracks the safe he turns over his suitcase. It now is on the red, or crown jewel, side. On the way to the helicopter, you must have at least one suitcase symbol out of the five dice. It now signifies: "Dragging the suitcase with the jewels". If a player does not roll a suitcase symbol they must remain where they are and may not proceed further.
Once you reach the yacht, there is still the rope ladder. To climb the rope ladder you need to have two climbing symbols on the dice (and naturally a suitcase symbol).
Players thrown into the water from the yacht are placed in the water next to the last space on the sidewalk. From there they must get a climb symbol to get back onto land and must try to leap onto the yacht again.