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Jonny Quest Wiki

Jonny Quest Card Game is a game based on the original Jonny Quest television series. It was released by Milton Bradley in 1965.

Overview

The game set contains:

  • Cards, numbers 1-40 and two wildcards
  • Score pad
  • Plastic tray with "high" and "low" compartment
  • Instructions printed on the inside lid of the box

Game instructions

The following instructions are printed on the inside lid of the box.

JONNY QUEST CARD GAME
For 2, 3 or 4 Players

This is a fast-playing card game which will provide entertainment for young and old alike. While luck plays a part, there are opportunities for strategy to fool an opponent.

TO START

  1. Place the plastic tray in the center of the table in reach of all players. The tray has two compartments for holding cards, one marked HIGH and one marked LOW.
  2. The cards are numbered from 1 to 40 with two "Wild" cards. One player is score-keeper and dealer. He shuffles and deals a hand of five (5) cards to each player.
  3. The next TWO cards are turned, FACE UP. The higher number card is placed in the HIGH compartment of the tray, and the lower card in the LOW compartment, both NUMBER SIDE UP for all to see. If a "Wild" card is turned up, draw another card and shuffle the "Wild" card back into the pack.
  4. The remainder are placed, FACE DOWN, as a DRAW-PILE.

RULES FOR PLAY
THE OBJECT OF THE GAME IS TO BE THE FIRST PLAYER TO GET RID OF ALL OF HIS CARDS.

  1. Players take turns, clockwise, starting to the dealer's left.
  2. In a turn, the FIRST thing a player does is to draw a card from the DRAW-PILE and add it to his hand.
  3. If the player now has a card whose number falls IN-BETWEEN the "high" and the "low" cards in the tray, he may place this card (number side up) in the tray ON EITHER SIDE. In addition, as a BONUS for playing an IN-BETWEEN card, he then DISCARDS any OTHER card from his hand. The DISCARD is placed, number side up, in a SEPARATE PILE on the table, NOT IN THE TRAY.
    Example of an IN-BETWEEN play — John holds cards numbered 1, 5, 9, 14, 33 and 35 in his hand. The "high" and "low" cards in the tray are 16 and 10 (a five card spread). He places #14, on "IN-BETWEEN" card, in the tray. He may place it over the "10" card, making the new "high" and "low" numbers 16 and 14 (a one card spread) . . . OR . . . he could place it over the "16" card, making the new "high and low", 14 and 10 (a three card spread). He now discards any one card from his hand on to the discard pile, leaving him with only four cards at the end of his turn.
  4. If a player cannot play an "IN-BETWEEN" card, he MUST place one card in the tray anyway — BUT NOT DISCARD in that turn. In this case, the card placed in the tray MUST be PLACED in the PROPER COMPARTMENT. The player may play a card which is HIGHER on top of the HIGH card . . . OR . . . a card LOWER on top of the LOW card. The result now is a larger "high-low" spread in the tray.
    For Example — Mary (following "John" in rule 3 example) holds cards 2, 4, 8, 20, 21 and 39. The tray "high-low" is 16-14. Since she does not hold the IN-BETWEEN card (#15), she cannot DISCARD, and MUST play one of her cards into the tray, she decides to place her 21 card on the "16" card, making a new "high-low" spread of 21-14. This ends her turn with five cards. (She played card #21 hoping to get rid of card #20 in her next turn.)
  5. The "Wild" card can be made ANY "IN-BETWEEN" NUMBER when played. When used, the player declares what number he makes it. The following players must remember which number the "Wild" card represents.
  6. If a player has been able to play his "IN-BETWEEN" card (either with a number card or "wild" card) so that there is no spread, (such as 21-22), the following player is unable to play any "IN-BETWEEN" card, not even a "Wild" card.
  7. Players do not have to play an "IN-BETWEEN" card even if they hold one or more.
  8. If all draw cards are used up before a round ends, shuffle the discards and start another draw pile. If all cards are played into the tray before a round ends, remove all the tray cards EXCEPT the top HIGH AND LOW cards, reshuffle and start another draw pile.
  9. The Round ends when one player discards his last card and he is the WINNER OF THE ROUND. HE SCORES ONE POINT for EACH CARD his opponents still hold in their hands. For example: In a 3 player game, Mary won the round, leaving "John" with two cards and "Sue" with three cards. Mary scores 5 points for that round.

THE GAME CONTINUES, round by round, until one player acquires the total added points as follows:

For a Two Player game — 11 points wins the game
For a Three Player game — 21 points wins the game
For a Four Player game — 31 points wins the game

Gallery

Packaging

John Sands packaging

John Sands released the game in Australia with slightly modified packaging.

Contents

The back of the cards in most sets are a light blue, but some had darker blue cards.

Trivia

  • Hadji and Bandit are not represented anywhere on the box or in the game.

Navigation

External links

References

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