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| Updated 12/24/08 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| What's in the Box |
- 72 Balloon Cards: 18 each of green, purple, red,
and yellow
- 6 tall, wooden Passenger Tokens: one each of black,
blue, green, orange, red, and yellow
- 6 short, wooden Scoring Markers: one each of black,
blue, green, orange, red, and yellow
- Elevated Hot Air Balloon Basket
- 4 Wild Cards
- 4 Cloud 9 Dice
- Game Board
- Quick Play Rules
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| The Object of Cloud 9 |
| In Cloud 9, players earn points
by daring to stay in the basket of a hot air balloon as
it rises. Points increase as the balloon climbs from cloud
to cloud, but so does the risk of the balloon falling.
Jump out at the right time and earn valuable points. The
player with the most points wins Cloud 9. |
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| Setting Up |
| 1. |
Open and place the game board in the
center of the table. The nine clouds form the balloon
path, and the fifty numbered spaces are used to
track the score. |
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| |
More than one player may occupy a
numbered space on the scoring track at one time.
If a player accumulates more than 50 points, he
or she just continues around the scoring track. |
| 2. |
Insert the legs into the bottom of
the Balloon Basket, as shown to the right, and place
it over the lowest cloud. |
| 3. |
Each player selects a Passenger Token
and a Scoring Marker of the same color. Passenger
Tokens are placed in the Balloon Basket and Scoring
Markers are placed on the space marked “Start” on
the scoring track. |
| 4. |
Shuffle all of the cards together
and deal six to each player to form a hand. Players
may look at their cards. Place the remaining cards,
face down, to form a draw pile. |
| 5. |
Select a player to be the first balloon
pilot. |
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| Playing the Game |
| Cloud 9 consists of a series
of balloon trips. A balloon trip lasts as long as the
balloon continues to rise. Players take turns piloting
the balloon each time it rises from one cloud level to
the next. When the balloon finally falls, that trip is
over. |
| 1. |
The job of the balloon pilot is to make
the balloon rise to the next cloud level. The pilot starts
by rolling the number of dice shown on the cloud where
the Balloon Basket is located. The dice roll determines
the color, and the number, of Balloon Cards the pilot
must have in his or her hand in order to make the balloon
rise. When the blank side of a die is rolled, no card
is needed to match that die. |
Example:
One red balloon and two green balloons are rolled.
The pilot will need to play a red Balloon Card and
two green Balloon Cards, or a single Wild Card,
in order to make the balloon rise. |
 |
Example:
One green balloon and one blank side are rolled.
The pilot will only need to play one green Balloon
Card, or a single Wild Card, in order to make the
balloon rise. |
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After rolling the dice, the pilot waits
to see what the other players will do in Step 2, below,
before revealing whether he or she will make the balloon
rise. |
| 2. |
Starting with the player to the left of
the balloon pilot, each player in the basket, except the
pilot, must decide to jump out or stay in the Balloon
Basket. Each player's decision is based on whether he
or she believes the pilot will make the balloon rise to
the next cloud level. |
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Jumping out of the Balloon
Basket — If a player believes that the pilot
will not make the balloon rise, he or she may jump out
and that player's Passenger Token is removed from the
Balloon Basket. The Scoring Marker for that player is
moved on the scoring track the number of spaces indicated
on the cloud where the Balloon Basket is located. Once
a player jumps out, he or she may not play again until
the balloon falls and a new balloon trip begins. |
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The pilot can not jump out of the Balloon
Basket unless he or she is Flying Solo. See Flying
Solo. |
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Staying in the Balloon
Basket — If a player believes that the pilot
will make the balloon rise, he or she may stay in the
Balloon Basket. If the pilot makes the balloon rise, all
players staying in will rise with the basket to the next
cloud level. However, if the pilot does not make the balloon
rise, the balloon will fall and players still in the Balloon
Basket earn no points for that trip. |
| 3. |
After players have decided whether they
will jump out or stay in the Balloon Basket, the balloon
pilot must decide what he or she will do: |
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- If the pilot has the Balloon Card(s) that match
the dice roll, he or she is required to make the balloon
rise by playing those cards, or by playing a Wild
Card. See Wild Cards.
- If the pilot does not have the Balloon Card(s)
that match the dice roll, or a Wild Card, the balloon
will fall.
- If the pilot does not have the Balloon Card(s)
that match the dice roll, but has a Wild Card, he
or she has the option of playing the Wild Card to
make the balloon rise, or keeping it and letting the
balloon fall.
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When the balloon rises, the Balloon Basket
is moved up to the next cloud level and the turn ends. |
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The player to the left of the current pilot
becomes the new pilot for the next turn. If the player
to the left of the pilot is not in the basket, the role
of pilot skips that player and moves to the left until
reaching a player still in the basket. Steps 1–3
are repeated with each new pilot, however, only players
with Passenger Tokens still in the Balloon Basket may
continue this trip. Other players must wait for the next
balloon trip. |
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- If everyone, except the pilot, has jumped out of
the Balloon Basket, the pilot continues the trip alone.
See Flying Solo.
- If the balloon reaches the highest cloud level,
players remaining in the Balloon Basket, including
the pilot, automatically earn 25 points and a new
balloon trip begins.
- All cards used to make the balloon rise must be
shown and then discarded.
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When the balloon falls the balloon trip
ends. |
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Players, including the pilot, with Passenger
Tokens still in the Balloon Basket when the balloon falls
do not earn any points for this trip. Go to Step 4, below. |
| 4. |
Set up for the next balloon trip. |
| |
- The Balloon Basket is moved down to the lowest cloud.
- The player to the left of the last pilot becomes
the first pilot for this new balloon trip.
- All Passenger Tokens, including those removed during
the last balloon trip, are placed in the Balloon Basket.
- Each player draws one new card and a new balloon
trip begins.
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If the draw pile becomes depleted, simply
reshuffle the discards and create a new draw pile. |
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| Winning the Game |
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The game is over after the balloon falls
and at least one player has accumulated 50 points, or
more. The player with the most points wins. If players
have the same number of points, the player with the most
cards in his or her hand wins Cloud 9. |
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| Wild Cards |
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| A single Wild Card may be played
in place of all the Balloon Cards required
by the dice roll to make the balloon rise
— regardless of how many Balloon Cards
are needed. The pilot always has the option
of keeping the Wild Card to use in a later
turn. |
| Flying Solo |
| If the pilot is able to make
the balloon rise to the next cloud level,
and is the only one in the Balloon Basket
after it rises, the pilot now decides if he
or she wants to jump out or stay in and continue
the trip alone. The pilot must decide before
rolling the dice. |
- Jumping out of the
Balloon Basket — The pilot
records the number of points shown on
the cloud where the Balloon Basket is
located and the balloon falls to the first
cloud level and a new trip begins. Go
to Step 4, above.
- Staying in the Balloon
Basket — The pilot rolls
the number of dice shown on the cloud
where the Balloon Basket is located and
decides what he or she will do. Go to
Step 3, above.
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| Each time the balloon rises,
the pilot decides whether to jump out or stay
in the Balloon Basket. |
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