Coaster Clash
Coaster Clash Rulebook
Table of Contents
Table of Contents
Components
- 18 Layout cards
- 80 Rollercoaster elements, in 5 different themes
- 12 Excitement and Speed trackers
- 1 Round tracker
- 12 Speed tokens
- 12 Excitement tokens
- 1 Round token
Setup
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Shuffle the layout cards and deal 3 to each player. Layout cards show the name and requirements for each coaster (see Layout Cards).
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Each player: place one layout card between you and the player to your left, and place one between you and the player to your right. Place the remaining card back in the box.
Each area between two players now has two layout cards. The two neighbours share this as their coaster area. Each player has two coaster areas, one with each neighbour.
Place the layout cards one above the other on the left side of the coaster area. Leave space to build the coasters to the right of the layout cards.
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Place one Excitement/Speed track to the left of each layout card. Place an excitement tracker on each 0 space. Place a speed tracker on the speed value indicated on the layout card (see Layout Cards).
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Place the Round tracker in the middle of the play area, and place the turn order token on the 1 space. The turn order card shows to which coaster area you play first each round.
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Shuffle the Rollercoaster element cards and place them in a face down draw pile in the middle of the play area. Leave space for a discard pile next to it.
Layout Cards
Each layout card is the start of one coaster. A layout shows:
- the name of the coaster.
- the starting speed (set the speed tracker to this value on the coaster's Excitement/Speed track at the start of the game).
- conditions and their bonus excitement (see End of the Game).
Goal of the Game
The goal of Coaster Clash is to build two coasters with each of your neighbours. The player with the highest total excitement from the four coasters they helped build wins!
Quick Overview
The game lasts 6 rounds.
Each round, you simultaneously play Rollercoaster elements in your coasters, to make them as exciting as possible. Pay close attention to the requirements on the layout cards and to the themes of the Rollercoaster elements to score bonus excitement at the end of the game.
A Round
Simultaneously build your coasters. Add Rollercoaster elements - one in each coaster area - to increase their excitement. Keep an eye on their speed though. You don't want them to slow down, or worse; make the guests nauseous!
Deal 3 Rollercoaster elements to each player.
Check the Round tracker to see where you will play the first element.
On odd rounds, play to your left first, then to your right. On even rounds, play to your right first, then to your left.
Use the round token to track the different rounds in the game.
Then, perform these steps simultaneously:
- Play one element card facedown in the coaster area shown by the round tracker. In the first round, this is the area to your left.
- Play one element facedown to the other coaster area.
- Then, flip over the first card you played and place it in one of the two coasters in its area.
- Once every player has done that, flip over the second card and place it in one of the two coasters in its area.
- Discard any remaining cards.
During a round, you may not discuss or reveal any information regarding the cards you play. In between rounds, before dealing cards, you may discuss your strategy for the next round with your neighbours.
Before playing your first card, if you don't like the coaster elements in your hand, you may discard all 3 once per round. If you do, draw 2 new Rollercoaster elements from the draw pile.
Playing a Rollercoaster element is not mandatory. If none of the cards in your hand are good for either coaster in the area, you may discard an element instead of playing it when you flip your card face-up.
Coaster Element Cards
Each Rollercoaster element card shows:
- Speed cost: Deduct the speed of the coaster by the value shown after placing this Rollercoaster element. You can't place a Rollercoaster element if this would reduce the coaster's speed below 0 (reducing it to exactly 0 is allowed). Special case: Launch cards show a positive (+) value next to the speed icon. When playing a launch card, add the shown speed value instead of subtracting it.
- Excitement: Add the amount of excitement shown to the coaster after playing this Rollercoaster element.
- a. Perfect speed: if the speed of the coaster is exactly at the shown value before you play this element, add 2 excitement to this coaster. If this shows (-), the element does not grant bonus points. b. Vomit speed: if the speed of the coaster is higher or lower than the shown value before you play this element, deduct 2 excitement from this coaster.
- One or two element icons. These are important for scoring bonus excitement from the coaster's layout card (see End of the Game).
- Theme. Each Rollercoaster element has a theme (jungle, pirate, temple, space or volcano), shown in its background.
End of the Round
At the end of rounds 1 - 5, move the round tracker token one step forward, then start a new round.
At the end of round 6, end the game and proceed to scoring.
End of the Game
Your coasters are completed. Time to tally up the additional excitement and see which engineer created the most scream inducing, stomach dropping rides!
Before scoring, add bonus excitement from the theme bonus and layout cards to the coasters.
Theme Bonus
The coaster with the most element cards of the same connected theme (jungle, pirate, temple, space or volcano) receives an extra 5 bonus excitement. If there is a tie for most connected element cards of the same type, all those coasters receive 2 bonus excitement.
Layout Card Bonus Excitement
Score bonus excitement for each coaster with at least 3 Rollercoaster elements.
If the coaster has less than 3 elements, you don't score any bonus excitement even if it meets the condition(s).
There are multiple types of conditions on the layout cards:
- [X+ element icon(s)] the coaster must have X or more of the element icon(s) shown. Some layout cards will have a / between the different elements, that means you can choose between them.
- [crossed-out element icon(s)] the coaster must not have the element icon(s) shown. Some layout cards will have a / between the different elements, that means you can choose between them.
- [X+ cards] the coaster must have X or more cards.
- [X- cards] the coaster must have X or less cards.
- [X= cards] the coaster must have exactly X cards.
- [X per icon (=X)] the coaster will score this amount of points per element icon(s) of this type.
- [icon icon icon] Three cards with this icon in a row.
- [icon icon] Two of the same icon in the rollercoaster.
For each condition the coaster meets, add the excitement shown to its total.
Final Scoring
Each player: add up the excitement scores of each of your four coasters (two with your left neighbour, two with your right neighbour).
The player with the highest total excitement wins.
Element Icons
All Rollercoaster element cards have different icons that represent their function in a real rollercoaster.
- Ejector airtime: Produces intense negative G-forces that lift riders sharply out of their seats, creating a "launched" sensation.
- Floater airtime: Provides gentle, sustained weightlessness, where riders feel lifted out of their seats.
- Intense inversion: High-speed upside-down elements that subject riders to strong G-forces.
- Hang time inversion: When the coaster train is inverted and moves slow enough that the passengers start to "hang" in the air.
- Helix: Features a specialized, high-intensity, banked spiral element that covers at least 360 degrees.
- S-curve: Transitions from a banked turn in one direction to the other creating an "S" shape when viewed from above.
- Capacity: A design optimized for high throughput, often exceeding 1,200 to 2,000+ riders per hour.
- Launch: Uses a propulsion system to accelerate the train from 0 to high speeds in seconds.
Other Icons
- Speed
- Excitement
- Perfect speed
- Vomit speed