PAC-MAN's Turn
PAC-MAN goes first. PAC-MAN has 1 life.
- Roll all 3 yellow dice and add the values. Move that many spaces through the maze. Each Pac-Dot (peg), Power Pellet, and greyed-out circle counts as 1 space.
- PAC-MAN may move forward, backward, up, and down. He may backtrack between spaces as long as he moves the total number rolled. If he lands on a ghost, his game is over - unless he has eaten a Power Pellet.
- When PAC-MAN moves over a Pac-Dot in the UP position, press that peg DOWN to collect it.
Ghosts' Turn
- Flip the top Ghost card.
- The card shows the turn order for all ghosts (top to bottom). Each ghost's number shows how many spaces it must move.
- Ghosts move forward, backward, up, and down - but must move in a continuous direction. Ghosts may not suddenly reverse back to the space they just came from.
- Ghost players may collaborate and discuss moves, but once a ghost pawn is moved, its turn is over.
Play continues until PAC-MAN collects all Pac-Dots (level complete) or is caught by a ghost.
Ghost Movement Rules
- Blinky (red) must move first on every card so other ghosts can exit the cage.
- Ghosts cannot move through other ghost pawns.
- If a ghost cannot complete its full movement, it moves as far as it can.
- When a Ghost Eyes Token enters the ghost cage, movement ends. Replace the token with the ghost pawn; it waits in the cage until its next turn.
- The TUNNEL connects the left and right sides of the board - a pawn entering one side continues on the other.
- If a Fruit Card is drawn: place a fruit token on PAC-MAN's start space for PAC-MAN to collect. Draw another Ghost card for the ghosts' turn. Fruit order: cherries, then strawberry, then orange.
Power Pellets
- When PAC-MAN moves onto a Power Pellet, his movement stops immediately (but his turn continues). Flip the Power Pellet token to the gray circle side.
- PAC-MAN now gets 3 bonus moves. Roll 1 yellow die and move, then roll the second die and move, then roll the third die and move. PAC-MAN can eat ghosts during these moves.
- After all 3 rolls, PAC-MAN can no longer eat ghosts (until another Power Pellet). PAC-MAN's turn ends.
Eating Ghosts
An energized PAC-MAN (after eating a Power Pellet) can eat ghosts:
If PAC-MAN moves THROUGH a ghost:
- Swap the ghost pawn with its matching color Ghost Eyes Token. The Ghost Eyes must travel back to the cage to regenerate. Ghost Eyes can move through other players and characters.
- PAC-MAN collects a Blue Ghost Token (200 points).
- PAC-MAN continues moving to complete the remaining spaces on the die roll.
If PAC-MAN ENDS his movement on a ghost: The ghost is eaten and replaced with its Ghost Eyes Token, placed underneath PAC-MAN.
Bonus Fruit
To eat a fruit token, PAC-MAN moves OVER it - he does not land on it like a regular space.
- Cherries = 100 pts (always placed first)
- Strawberry = 200 pts (placed second)
- Orange = 500 pts (placed last)
Completing Sections
When PAC-MAN collects all Pac-Dots in one corner quadrant of the board, he earns a Mini-Board Token for that section (800 points). Clearing all 4 sections earns all 4 tokens (3,200 points total).
Completing the Maze (Level Up)
When PAC-MAN clears all Pac-Dots, he advances to Level 2:
- Record Level 1 score on the High Score notepad. Return all collected tokens to their starting places.
- Add the 5 Yellow Ghost cards to the Ghost deck and reshuffle (ghosts are now faster).
- Reset the maze (all pegs UP), return all pawns to starting positions, and flip Power Pellets face up.
- Begin Level 2 with PAC-MAN going first. Keep resetting and advancing levels until PAC-MAN is caught.
Game Over
When a ghost lands on PAC-MAN, his run ends:
- Add up all points and record on the High Score notepad.
- Reset the maze (all pegs UP) and return pawns to starting positions. Reshuffle Ghost cards.
- The next player becomes PAC-MAN. Everyone who has not yet been PAC-MAN rolls - highest goes next.
End of Game: After every player has had a turn as PAC-MAN, the player with the highest score wins!