LET’S GO GAME RULES Ver 1.1 [Updated August 2022]
OBJECTIVES Complete the destinations stated on your Destination Cards (DC) using the Journey Cards (JC) and Destination Marker (DM). First player to achieve 8 points (by adding up the points on the completed DCs win! SETUP  BASIC RULES Remove the Clear Roads and Faster Faster cards. Shuffle the DCs and JCs separately and place them beside the board. Each player starts the game with 5 x JCs and 2 x DCs in their hand and chooses one set of DMs. For young children playing the game initially, we recommend playing with cards face up on the table. Youngest player starts first! 

GAME PLAY
ON EACH TURN (CHOOSE ONE OF THREE ACTIONS):
SECURE & REPLACE  You can play JCs to secure a Spot between any two adjacent attractions and draw back the same number of JCs played until you have 5 JCs. OR
DISCARD & REPLACE  You can discard any number of JCs you own and draw back the same number of JCs discarded until you have 5 JCs. OR You can discard any number of incomplete DCs, and draw a new DC for each DC you discarded.
COMPLETE!  You complete a journey when you have your coloured DMs on the board that connects the attractions shown on your DC(s). Show the completed DC to the others and shout “Complete!”. Place the completed DC face up in front of you. Draw a new DC to replace each completed DC if you have not won the game!
INTERMEDIATE RULES  FASTER FASTER & CLEAR ROADS
Insert these cards to the JCs. On each turn, you now have additional options to do one of the following apart from the above three actions.
A. Faster Faster  Play this at the beginning of your turn and draw 5 additional JCs. You may then play your JCs as usual and you may only draw additional JCs if you end up having less than 5 JCs in your hand. You are not permitted to Discard & Replace JCs when you play the Faster Faster card.
B. Clear Roads  Remove an existing DM from the board. This will or will not affect that player’s completed DCs depending on what the players agreed to at the start of the game. Draw one new JC to replace the Clear Roads card played.
ADVANCED RULES
Advanced rules are designed for older children and/or for those who are familiar with subtraction.
 Look at your DC and find the attractions on the board.
 Find the best route joining the attractions in each DC. You will have to find other routes to your destination if both roads in that route have been taken up by others (who have placed a DM on that spot).
 Each road is represented by a circle with its own colour and number (a Spot). This will be the total number of points and the colour you need to secure a particular Spot.
 Look at the 5 JCs that you have. Each JC is numbered 1 to 5 (other than a Wild Card). Use one or more JC (when using two or more, add the numbers together to get the exact number on the Spot you plan to take) and use only JCs that match the same colour indicated on that Spot. You can play as many JCs (of the same colour) as you want in a turn to secure that Spot. A Wild Card represents any colour and number of your choice. A Wild Card can only be played with another coloured JC and not on its own.
 Place a DM on the Spot that you have taken. Draw cards from the Journey deck until you have 5 cards again.
 Each route between attractions has two Spots for players to claim. No player should claim both Spots.
 If you choose not to claim any Spot, you may discard any number of JCs OR uncompleted DCs, and draw back the same number of cards.
 Your turn ends and play passes on to the next older player.
ON EACH TURN (CHOOSE ONE OF THREE ACTIONS):
SECURE & REPLACE  You can play JCs to secure a Spot between any two adjacent attractions and draw back the same number of JCs played until you have 5 JCs. OR
DISCARD & REPLACE  You can discard any number of JCs you own and draw back the same number of JCs discarded until you have 5 JCs. OR You can discard any number of incomplete DCs, and draw a new DC for each DC you discarded.
COMPLETE!  You complete a journey when you have your coloured DMs on the board that connects the attractions shown on your DC(s). Show the completed DC to the others and shout “Complete!”. Place the completed DC face up in front of you. Draw a new DC to replace each completed DC if you have not won the game!
INTERMEDIATE RULES  FASTER FASTER & CLEAR ROADS
Insert these cards to the JCs. On each turn, you now have additional options to do one of the following apart from the above three actions.
A. Faster Faster  Play this at the beginning of your turn and draw 5 additional JCs. You may then play your JCs as usual and you may only draw additional JCs if you end up having less than 5 JCs in your hand. You are not permitted to Discard & Replace JCs when you play the Faster Faster card.
B. Clear Roads  Remove an existing DM from the board. This will or will not affect that player’s completed DCs depending on what the players agreed to at the start of the game. Draw one new JC to replace the Clear Roads card played.
ADVANCED RULES
Advanced rules are designed for older children and/or for those who are familiar with subtraction.
 Basic Rules & Intermediate Rules.
 First to reach 12 points wins!You can now add or subtract numbers on the JCs (provided it is the same color) to get the number you require to claim a Spot on a route.
Rules Variation A: Let’s Go is now Faster and Simpler!
This rule variation is best used when playing with younger children under the ages of 7.
This rule variation is best used when playing with younger children under the ages of 7.
 Insert the Faster Faster & Clear Roads cards into the DC deck
 Every card without a number functions as a Wild Card! (i.e. Faster Faster & Clear Roads will now be treated like a Wild Card if it is drawn).
 A Wild Card can only be played with another JC and not on its own.
 Do not play 2 x Wild Cards at a time.
Rules Variation B: Let’s Go is now Faster but more Challenging!
This rule variation is best used when playing with children above the ages of 7.
This rule variation is best used when playing with children above the ages of 7.
 Use Rules in A1 – 4 above
 If you choose not to claim any Spot, you may draw 2 x JCs and you do not need to discard any JCs. Alternatively, you may still discard any uncompleted DCs and draw back the same number of DCs.
 When there are no more JCs left in the pile, the game ends. The player with the most points win! Points are calculated by the total number of points for completed DCs less the total number of points of uncompleted DCs that a player has in his or her hand.
Rules Variation C: Let’s Go can now be played Longer!
This rule variation is best used when you wish to extend game play!
This rule variation is best used when you wish to extend game play!
 Use the Basic or Intermediate Rules as per the Game Box
 The winner is the one who has the most points when all the DMs have been deployed or where there is no more Spot left on the board to be placed, whichever comes first!
 Points are calculated by the total number of points for completed DCs less the total number of points of uncompleted DCs that a player has in his or her hand.
Rules Variation D: Let’s Go – Bonus Taboo Edition!
This rule variation is best used when you wish to play in teams!
This rule variation is best used when you wish to play in teams!
 Each team should have two or more players and every team should have the same number of players
 The youngest team by age starts first.
 One player draws a DC and a JC. This player will now have to describe each location on the DC to the other player using the number of words that corresponds to the number on the JC that has been drawn. If JC is a Wild Card, no word limit applies. The teammate is only allowed to make ONE guess. If both locations have been correctly guessed, the team is allowed to place a DM on one Spot anywhere along the route between the two destinations found in the DC.
 The other team will now play using the same rules as above.
 After 6 rounds, the team that has the most DM placed on the board wins! In the event of a tie, the team who has the longest route connected by Spots for which their DM is placed, wins!