____Crazy Race


Crazy Race
is a game for 3 to 4 players , 12+ years, duration 45 minutes.
Author and graphics: Michael Schacht.
Translation: Craig W. Massey and M. Schacht

Idea
The railway pioneers are running a Crazy Race. Each participant has 3 trains which can be moved a different distance each leg of the race. With the player cards - bluff and a special knack - you try to get your trains across the finish line first and win the game.

Material
1 board, 12 wood markers, 32 player cards (in 4 colours), 8 leg cards (red back), 14 point cards (brown, grey back), 1 starting player card, 1 set of rules

The board contains of 4 routes. Each route contains of 6 sections. The 6th section is a turning point - here you turn your train around. The section for start and finish is left of the board. The trains have to be placed at the start.

There are 3 types of trains. Each leg card has 4 sides, with different movement points (1 to 4 and "?"). Three sides are always only for a specific type of train.

Preparation
- Put the board in the middle of the table.
- Place the trains sorted by colour left of the board (see. pic.).
The order of the trains does not make a difference.
The trains must be turned so the arrows are facing the board.
- If you play with 3 players put all blue trains and player cards back in the box.
- Each player gets the player cards of a colour and takes them into his hand.
The colours show which train belongs to the players. Shuffle the leg cards and place them as a face down draw pile.
- Place the points cards with the brown back in a face up pile to the left of the board and the cards with the grey back face up to the right of the board.
- Choose a starting player - he gets the starting player card.

Gameplay
The race consists of 8 legs.
Play each leg as follows:
The starting player begins.
1) Reveal new leg card
2) Place player cards (3 rounds)
3) Evaluate the leg and move the trains
4) Discard player cards
5) Change starting player.
Continuing with the next leg.

1) Reveal new leg card
The player reveals the topmost leg card and places it face up with some space around all 4 sides.

2) Place player cards
If a player chooses, he places one of his player cards face down adjacent to one of the 4 sides of the leg card. Depending on what side he places a different train is affected.

if the player does not want to play a card he may pass say that now.

The next player clockwise takes his turn. He also places one of his player cards face down adjacent to the leg card. He can choose any of the sides or he may pass as well. Play continues until all players have had three rounds to play cards or pass.

After 3 rounds evaluate the leg. Important: If a player passes, he can play in the following rounds.

3) Evaluate the leg and move the trains
Each side of the leg card gets now evaluated separately. The leg card has a with a brown triangle marked side. The cards on that side get evaluated first. Turn all the cards on that side face up. The player with the highest bid can move now his train of the same kind as shown on the card, as far as shown on the card (see example on page 5). The other players on this side do not move a train.

After that the next side clockwise gets evaluated by turning the cards face up and the winner moves the specific train forward until all four sides have been evaluated.



- When a player has more than one card on a side he has bid the sum of the numbers on the cards (see example on page 5).
- Another train than the train show on the side of the card cannot be moved. IF the train has already crossed the finish line then the move is lost.
- In case of a tie, the player who placed the first card, wins.
- If there is no train and just a number shown on the side of a card, then the player can hoose which train to move.
- If there is a question mark shown on the side of the card the distance moved depends on the number of cards played on that side. Here you can even split the movement between different trains. For example, if 3 cards are placed from different players on a side with a questionmark the winner is allowed to move one train 1 step and another train 2 steps.

4) Discard players cards
After all sides of the leg card are evaluated and the trains have been moved the players place the cards used for bidding this leg into a face down pile in front of them. They cannot be used for the next legs.

A player who couldn't move one of his trains this round can take one of his cards played this turn back into his hand.

5) Change starting player
Pass the starting player card to the next clockwise player. He is the new starting player and reveals the new leg card and begins the next leg.

Movement of trains
A train starts from the starting section on the left side of the board and moves to the turning point of the route. There it IS turned around and moves back to the starting field which is also the finish LINE. The trains only move on their own route - you never change routes.

The Start: At the start all 3 trains of a player are on a virtual starting section left of the board. The first step of any of these trains is the first field on the board.

Direction: You have to take good care on the direction of the train. You can see always which direction a traiun is facing by the triangle on the train. At the start the triangle of all trains faces right. When a train gets to the turning point it is turned 180 degrees. Turning costs no movement point.

Immediate scoring: If a train gets to the turning point the owner takes the highest point card from the right pile. If there are no cards card left, he gets nothing. The train does not have to stop on the turning point if it has movement points left.

Finish: If a train gets back to starting section field (left of board), put it back in the box and take the highest point card form the left pile. If there are no cards left, the player gets nothing.

Jump: If you move a train over another train, the section you are moving over does not cost a movement point. This is the way to move your trains “faster³.

Taking player cards back
Each player has 8 player cards. A player can take back all of his discarded cards into his hand during the whole game allowing him to use them twice. A player can do this anytime, even if it is not his turn and even if he still has cards left in his hand.

Important: If you have already taken your cards back and played all of your cards again, you have no influence on the rest of the game, but you can still win the game.



Game end
After the 8th leg card IS evaluated completely the game ends. The player with the most points wins. In case of a tie the player who¹s train is the farthertst forward on the board wins.

Three player game
With 3 players only 3 sides of a leg cards are used. Once a player occupies the 3rd side of the leg card with a card, the 4th side is taboo for any cards this leg. So which SIDE IS taboo depends on where the players place the cards.

Specifics
- If all players have no cards left the game ends, but the leg gets evaluated.
- You have to show the others how many cards you have. But you have to say if you're out of cards.

Example for 3 players:
This is the situation at the end of a leg. The evaluation IS started at the side with the triangle - at the top. Lilac (1+2) and orange (3) tie with their bid cards with a bid of 3. Because orange was first he wins and moves a train of his choice forward 2. He chooses a train and moves it to the turning point. There he turns the train 180 degrees and takes the highest point card from the right pile. Then play continues clockwise around tehe leg card. Green has the highets bid with a 1, because no one else has bid and moves the appropriate train 4 forward. The train is already on the way back (look for the triangle) and jumps over 2 trains and gets to the finish. The train goes back in the box and green takes the highest points card from the left pile. Continue clockwise. Lilac has a higher bid (4) than green (1+2=3) and Moves the appropriate train 2 SPACES forward. He jumps over one train and arrives at the turning point (take points card!), turns, jumps over the same train again and ends up in the same field where he started.

Tactics
Each player can play a card in a round, if he likes. If he does that, he would need 24 cards for the all 8 legs. But players only have a maximum of 16 cards to play (2 x 8). So you have to be careful when to play cards.

Variations
If you like you can change the gameplay with small modifications, here are some ideas:

- You can shuffle the points cards and make two face up draw piles. Then you can only take the topmost card from either draw pile.
- At game end you get penalty for the last trains. The player with the last train (farthest behind) has to discard his highest point card. The player with second to last train has to discard a point card of his choice. In case of a tie all the tied players receive the penalty.
- If a player moves a train to the finish he can steal a point card from another player instead drawing from the pile.
- When two or more players end the game in a tie, the player with the secon highest points wins.
- You can reduce points cards.

Distribution for resellers for "Crazy Race", "Station Manager" and "Mogul": Spielbar, www.spielbar-online.de.

Otherwise order "Kontor - expansion for 3 and 4 players", "Knatsch (Knights) - the small special cards", "Crazy Race", "Station Manager" and "Mogul" at:
ADAM spielt, www.adam-spielt.de

Translations, infos, variants and downloads at spiele-aus-timbuktu.de
Questions and comments to mschacht@hotmail.com

© Michael Schacht, Agentur Vielfalt 2002