Pro Tips
For Classroom Play
Classroom set up:
The area needed is roughly that of a board game like Monopoly, our game board is 20.5” x 20.5” and each player needs enough room in front of them to lay out their cards between them and their side of the game board.
There are many ways to set up game play for a large group: in the classroom, library or cafeteria. Scroll to the end of this page to see photo examples of set up in schools.
Classroom: 4 desks together
Library or Cafeteria: one or more large tables together
Setting up the game with your students:
- Assign one player per group to hold their copy of the Rules Book in plain view for everyone in their group to follow along while the teacher is reading out loud from the Rules Book of one of the groups playing.
- Assign one player per group to be the dealer, in charge of handing out cards to the other players in their group, during set up.
- For all ages, we recommend the teacher read the Rules Book out loud to the entire class at the same time, which takes about 10 minutes. When you read the “HOW DO I SET UP” page, have the students set up their game boards while you are reading to the class. Read the “HOW DO I SET UP” page slowly, taking a long pause after each of the 7 steps, to give students time to do the set up at their table.
- Do not waste class time reading the SPACES & BUBBLES page out loud during this initial reading of the Rules Book, but rather instruct the students to, while they play the game, refer to page 9 of the Rules Book to learn the actions of each space as their pawn lands on them.
Spaces & Bubbles:
Optional, if you chose, the instructor may print out here a one-page PDF definitions sheet for each student to keep in front of them to refer to during game play. This sheet lists the action of each space on the board, which is identical to page 9 in the Rules Book.
Expedited Play:
The first time playing the game may take up to 50-60 minutes, which is longer than subsequent play sessions due to the time spent in reading the directions, and learning how to play.
If you are running out of time in your class period, we recommend an abbreviated “win.” Instead of requiring 3 matching pairs, reduce the win to 2 matching pairs on the winning route.
Game Play Reminders before play:
- Remind students that on each player’s turn there are always TWO moves, 1st you move the CRUISE SHIP from port to port the number shown on the black die and 2nd you move your PAWN the number of spaces shown on the black and white dice combined.
- From the start, players should look to see if they have made a Matching Pair, and they should always turn their peg white side up on the map when they make a Matching Pair.
- After a player has made 3 Matching Pairs, that’s when the player should start to figure out their route from South Africa to Chad using these 3 pairs.
- During a SWAP, players can ask the group out loud, if they have specific adventures or countries that would complete their matches. Players may also get up and walk around the table and look at the other players cards at any time.