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Crash Derby

Crash Derby Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Setup
    • Map Setup
    • Before the First Game
    • Remaining Setup
    • Positioning and Objectives
    • Preparing Player Areas
  • Game Overview and Objective
  • Gameplay
    • 1. Planning
    • 2. Action Resolution
      • Rotation
      • Gaining Coins
      • Shooting
      • Mine Arming
      • Mine Placement (Free Action)
      • Movement
    • 3. Maintenance
  • End of the Game
  • Obstacle Tokens Overview
    • Jumper
    • Wall
    • Oil Spill
    • Mud
    • Turntable
    • Teleport
  • Ability Tokens Overview
    • Fireproof
    • Service
    • Map Traversal
    • Off-road Tires
    • Grass Tires
    • Reverse Gear
    • Machine Gun
  • 3D Printing and Accessories

Game Components

  • 4 Car miniatures
  • 14 Double-sided map tiles
  • 4 Player boards with gear wheels
  • 1 Starting player token
  • 6 Large Flag Tokens
  • 24 Objective Tokens
  • 92 Action Tokens
  • 20 Mine Tokens
  • 24 Coins
  • 28 Ability Tokens in 7 types
  • 24 Obstacle Tokens in 6 types
  • 12 Action Token carriers

Game Setup

Map Setup

  1. The player who most recently drove a racing car (including remote-controlled cars) becomes the starting player and takes the starting player token. If you don't know, choose the starting player randomly.

  2. Randomly draw map tiles according to the number of players:

    • 2 players: 6 map tiles; randomly distribute 3 to each player.
    • 3 players: 6 map tiles; randomly distribute 2 to each player.
    • 4 players: 8 map tiles; randomly distribute 2 to each player.
  3. Prepare the game map according to the following rules: Starting with the starting player and continuing clockwise, each player places one map tile. The second round of placement begins with the player who placed last, and continues with players in counterclockwise order. This process continues until the required number of map tiles are on the table (in a 2-player game, the starting player then places again, followed by the second player). Except for the first map tile, each newly placed tile must connect with at least one edge to at least one previously placed tile in the map layout. Map tiles must not overlap. The resulting layout must not create an "empty space" surrounded by map tiles.

  4. The starting player places all large Flag Tokens on the map layout according to the following rules: One map tile consists of four spaces. Each map tile may have only one Flag Token on it, and it must be placed on a space that borders the edge of the map. If a map tile is completely surrounded (making it impossible to place a flag at the map's edge), the flag may be placed on any space on that map tile. Flag Tokens cannot be placed on lava spaces. Flag Tokens must not be placed on two adjacent spaces. There must always be at least one space without a flag between two Flag Tokens.

  5. Agree upon or randomly determine which three types of Ability Tokens you will play with, and put them near the map – they will form a common supply to purchase tokens from. Return the remaining four types of Ability Tokens to the box.

Before the First Game

Before your first game, assemble the player boards according to these instructions or download a 3D printable model (see section 3D Printing and Accessories at the end of the rules).

To assemble each board, you will need:

  • 1× part A
  • 3× part B (red, white, blue)
  • 3× rivet

While assembling, pay attention to correct placement and orientation of the gears. Each gear has a coloured arrow on the back side. That arrow must point up and its colour must correspond to the colour of the arrow above each gear (red on the left, white in the middle, blue on the right).

Remaining Setup

  1. Starting with the starting player, similar to placing map tiles, place Obstacle Tokens face-up on the map in order from first to last, then back from last to first (in a 2-player game, then again from first to second) according to the following rules: Each map tile may have only one Obstacle Token, and it must be placed on an empty space (without a Flag Token). Obstacle Tokens may be placed on lava spaces and may be placed on two adjacent spaces.
  2. Create a common supply of all Action Tokens and coins.

Positioning and Objectives

  1. Each player chooses a colour to play with and takes the corresponding car miniature and the assembled player board.
  2. The starting player chooses a space with a large Flag Token as their starting position and places their car miniature on it in their chosen orientation. Other players follow in clockwise order and choose their starting position on unoccupied spaces with large Flag Tokens. Throughout the entire game, it is important to pay attention to the orientation of the car miniature's front (the hood) relative to the edges of spaces. Rotating the car miniature is one of the actions, and arbitrary changes to its orientation are not allowed!
  3. Each player takes a set of 6 Objective Tokens (one of each colour) and secretly does the following: Each player sets aside 1 Objective Token in the same colour as their chosen large starting flag. Then, by their own choice, removes one more Objective Token that they do not want to visit. Each player should therefore have 4 Objective Tokens secretly in front of them (removed tokens are returned to the box). Then you reveal these all at the same time and keep them near your player boards.

Preparing Player Areas

  1. Insert the Action Token carriers in the gears so that the arrow on the back matches the arrow on the player board (red on the left, white in the middle, blue on the right) and is pointing up. The available starting actions are depicted on the carriers.
  2. Each player takes two coins and five Mine Tokens in their chosen colour and places them next to their player board. Each player then flips one Mine Token colour-side up. This token is active; the remaining four are inactive (colour-side down).
  3. Before starting the first round, you may rotate the initial position of the gear according to your choice. However, you must not move the mounted carriers in this step.

Game Overview and Objective

Crash Derby is a wild racing game where players take on the roles of racing car drivers, attempting to be the first to navigate through a designated course. Players use their player boards with Action Tokens on gear wheels to navigate the map. Their quest to visit flags will be complicated by various obstacles, other players, and damage they sustain throughout the game.

The goal of the game is to move your car miniature around to be the first to visit all the spaces on the map with large Flag Tokens that correspond to your Objective Tokens.

Gameplay

The game is played in individual rounds, and each game round is divided into three phases:

  1. Planning – purchasing Ability Tokens and Action Tokens, repairing damaged Action Tokens, swapping token carriers, and rotating gear wheels.
  2. Action Resolution – executing actions as determined on the player boards, fulfilling Objective Tokens.
  3. Maintenance – checking for the game end, gaining coins, passing the starting player token.

1. Planning

Skip the Planning phase for the first round of the game.

All players are performing this phase simultaneously. In your first games, you may do the individual steps sequentially for better control and rule comprehension.

During the Planning phase, you may use your coins to repair damaged Action Tokens, exchange and purchase new Action Tokens and Ability Tokens in any quantity, as long as your coins last. Simply return spent coins to the common supply. Keep unspent coins for future rounds.

When repairing or upgrading actions, never change their placement. Always place newly purchased tokens in the carrier in place of the original action.

Exchanging Action Tokens – Choose one action that you want to exchange on your player board. Pay the cost of two coins, return the selected token to the common supply, and take from there a token of a different action with a value of 1, or without a value (Shooting and Mine Arming, see page 5). Put it in the original token's place. If the chosen action is the preprinted one, simply cover it with the newly bought token.

Example: Charles decides to exchange his Rotation Action Token with a value of 2. He pays two coins, returns the exchanged token to the common supply along with the coins, and takes a Movement Action Token with a value of 1 from the supply.

Repairing Action Tokens – Choose one damaged Action Token on your player board. Pay the cost of one coin and flip the damaged Action Token back to its face-up (black and white) side.

Purchasing Ability Tokens – Abilities modify the effects of some actions and adjust basic game rules. Pay the cost of three coins, select one Ability Token from the available options, and add it to the slots beneath your player board. You may now use the ability's effect. You can have a maximum of two Ability Tokens at any time. If you want to purchase an additional Ability Token, you must return one of your current tokens to the common supply and replace it with the new one.

Example: Charles decides to purchase the Map Traversal Ability Token. He pays three coins to the common supply and adds the chosen token beneath his player board. From this moment on, he can use the ability's effect.

Upgrading Action Tokens – Choose one action that you want to upgrade on your player board. Pay the cost of two coins, return the selected token to the common supply, take from there a token of the same action, with a value 1 higher, and put it in the original token's place. If the chosen action is the preprinted one, simply cover it with the newly bought token.

You can upgrade any action on your player board, except Mine Arming and Shooting, which have a fixed value of 1 for all purposes and cannot be upgraded (see page 5).

Example: Charles decides to upgrade his preprinted Movement action with a value of 1. He pays two coins, takes a Movement Action Token with a value of 2 from the supply, and places it in the original action's position.

Exchanging Action Token Carriers – During the Planning phase, you may once exchange two Action Token carriers with each other. When exchanging them, you must maintain their direction relative to the active action arrows.

Rotating the Gear Wheels – At the end of the Planning phase, you must rotate the gear wheels in the direction indicated on the player board by exactly one position. Remember that all three wheels always rotate simultaneously. Wheels on the sides rotate in the same direction, while the middle wheel rotates in the opposite direction. Bear this in mind when planning actions.

We recommend that all players rotate their gear wheels simultaneously after everyone has finished the Planning phase. This way, no one will rotate the wheels twice or forget to rotate them at all. At the same time, this signals to all players that the Planning phase is over for everyone and no further changes will be made to the player boards.

2. Action Resolution

Players perform this phase in order, starting with the player who holds the starting player token.

The starting player resolves the action situated under the arrow on the leftmost gear wheel. Players alternate in resolving actions in clockwise order. After all players have resolved these actions, the starting player resolves the action under the arrow on the middle wheel. The others follow, and finally, starting again with the starting player, they resolve the action under the arrow on the rightmost wheel.

Regardless of what the action is, it may be performed up to the maximum value of the token, but the action must always be resolved by at least one point if possible. It is up to the player whether to use the action fully. These actions will allow players to move around the map, rotate car miniatures, shoot at other players, gain coins, etc.

If it happens that an action cannot be resolved (e.g. due to an obstacle, damaged token, or for another reason), skip the action's resolution and the next player continues with their turn.

Rotation

On the space where your car miniature is located, you may change its orientation relative to the edge of the space. You may rotate it up to a number of times equal to the token's value, but at least once. Rotation occurs only in one direction. For example, it is not possible to rotate right and then left again.

Gaining Coins

Immediately gain coins from the common supply equal to the value of the token with which you resolved the action.

Shooting

You can attack other players to gain coins and damage their vehicles. You may shoot in the direction your car miniature is facing, as well as one direction to the left and right – making three shots in total. A shot has unlimited range and will hit the first car miniature of another player or Wall in those directions.

If your shot hits a Wall Obstacle Token (see Obstacle Tokens Overview chapter on page 7), it is immediately destroyed and it's token removed from the game.

If your shot hits an opponent's car miniature, you gain one coin from the common supply and that opponent must damage one of their Action Tokens with the highest value on their player board. If the opponent has multiple tokens with the same highest value, they may choose which one to damage. Damaging a token means flipping it to its red side. If the damaged action is the preprinted one, the player finds a corresponding token in the common supply and inserts it into the action slot with the red side up. A damaged token is not resolved during the Action Resolution phase until it is repaired.

Example: Charles (green) is resolving a Shooting action. His range covers the spaces indicated by arrows. Ann (orange) is hit, damages one token with the highest value on her player board, and Charles gains one coin from the common supply. A Wall obstacle is shot as well and is removed from the map. John (yellow) is out of range of Charles's shot.

Mine Arming

Flip one of the inactive Mine Tokens in your supply to its face-up side. This activates the token and you may use it for the free action Mine Placement.

Mine Placement (Free Action)

At any time during your turn, as a free action, you may place an active Mine Token from your supply (in addition to the Action Token being resolved on the gear wheels) on the space where your car miniature is located, or on an empty adjacent space. A mine cannot be placed on a space with an obstacle, flag, miniature, or another mine. A mine may also be placed at any time during movement. It is possible to place multiple mines (if activated) following standard rules.

Example: Charles is resolving a Movement action with a value of 2. After his first movement, he decides to place a mine on his space. Then he continues with his second movement.

If another player's miniature moves onto your mine, take a coin from the common supply and return the Mine Token to your supply with the inactive (grey) side up. Until you resolve a Mine Arming Action Token, inactive Mine Tokens are unusable.

The effects of mine resolution are described in more detail in the chapter Movement below.

The players who own these mines gain one coin each from the common supply and return the Mine Tokens back to their supply, inactive side up.

Movement

You may move your car miniature up to a number of spaces equal to this action's value, but at least one. Movement must be conducted in the straight direction that the car miniature is facing at the start of the resolution, and you must always resolve all special situations that occur during movement.

Unless otherwise stated, you cannot move backwards or sideways while moving, and you must end your movement at the edge of the map. For special cases, see the Ability Tokens Overview on page 8 and the Obstacle Tokens Overview on page 7.

Example: Charles is resolving a Movement Action Token with a value of 2. He may move up to two spaces, but must make at least one movement.

Movement can be affected by the type of terrain, the tokens or other car miniatures on the map.

  • Grass and sand spaces – No special interaction during movement occurs.
  • Lava spaces – For each lava space your car miniature passes through, is pushed onto (see below), or stops on, you must damage one Action Token with the highest value on your player board. If you have multiple such tokens, you may choose.

Example: Charles resolves a Movement Action Token with a value of 2. During this movement, he moves through a lava space. He damages one token with the highest value, and then completes his movement.

  • Spaces with Flag Tokens – If during movement you pass through a space with a flag or stop your movement on it, check whether this flag is among your Objective Tokens. If yes and it has not been visited before, flip your Objective Token of the corresponding colour to indicate that you have completed it. If it is already flipped or is not among your Objective Tokens at all, nothing happens.

  • Spaces with Obstacle Tokens – Immediately stop your movement and resolve the obstacle's effect to the maximum extent according to the obstacle rules (see Obstacle Tokens Overview on page 7). If you still have movement left and the obstacle allows it, you may continue this movement.

  • Spaces with another player's Mine Token – For each Mine Token of other players that your car miniature passes through, is pushed onto, or stops on, you must damage one Action Token with the highest value on your player board. If you have multiple such tokens, you may choose.

  • Spaces with another player's car miniature – If during your movement you are to move onto a space where another player's car miniature already stands, you will push it as far as the remainder of your movement allows. It may happen that during your movement you push multiple car miniatures at once. In that case, resolve all such miniatures starting from the one farthest from your car.

    If you push a car miniature onto one or more lava spaces, each is resolved according to the standard rules, and you additionally gain one coin for each such space.

    If you push a car miniature onto a space with an Obstacle Token, resolve it according to standard rules (see Obstacle Tokens Overview on page 7).

    If you push a car miniature over the map's edge, you push it through to the opposite side of the map. However, when pushing multiple miniatures, you may only push one off the map this way. The others will remain on spaces at the edge and you will end your movement.

3. Maintenance

After all players have resolved their actions in the Action Resolution phase, it is necessary to check whether anyone has managed to complete all their Objective Tokens.

  • If YES, the game ends immediately (see page 7).
  • If NO, each player takes one coin from the common supply and the starting player token passes to the next player in clockwise order. Then the Planning phase of the game round begins again.

End of the Game

As soon as any player manages to complete all their Objective Tokens, in the Maintenance phase they become the winner of the game. If multiple players complete all their Objective Tokens in the same round, the one who owns more coins wins. If there is still a tie, the tied players share the victory.

Obstacle Tokens Overview

Generally, if you move your car miniature onto a space with an Obstacle Token, you immediately end your movement and resolve the obstacle. You may not use your remaining movement points unless the obstacle's rule states otherwise.

If an obstacle grants you bonus movement, e.g. Oil Spill or Jumper, you cannot traverse the edge of the map using this movement, even if you have the Map Traversal ability.

Players whose miniatures are pushed onto spaces with obstacles resolve the obstacles per standard rules unless otherwise stated.

Jumper

If on resolving a Movement Action Token you move (or are pushed outside your turn) onto a space with a Jumper token, you jump with your car miniature to any distant space in the direction you entered the Jumper (when pushed, what matters is the direction you were pushed onto the Jumper, not how your car miniature is oriented). Maintain your miniature's orientation during the jump. If the space you choose for landing contains an Obstacle Token or is a lava space, resolve it according to the standard rules. Similarly, resolve any pushing of car miniatures if you choose a landing space occupied by another player's car miniature. You cannot choose a landing space with another player's car miniature if that miniature cannot be pushed to another space.

Example: Charles resolves a Movement action (its value doesn't matter in this case). He moves onto the Jumper and subsequently uses it to move to any of the spaces indicated by the arrows.

Wall

A space with a Wall token cannot be passed through in any way, and the only way to navigate it is by using a Jumper. A Wall can be destroyed by a Shooting action.

Oil Spill

When you move onto a space with an Oil Spill token, stop your movement, move your car miniature one space forward in the direction you were moving or were pushed from, and then turn your miniature to face backward. Your movement ends there.

Example: Charles resolves a Movement action of one. He moves onto a space with an Oil Spill. He stops his movement. He then performs the move given by the obstacle and turns his car miniature 180°.

Mud

Immediately end your movement and remain on this space. Further movement is only possible when resolving the next Movement action. Pushing other miniatures through Mud spaces has no effect on them. Movement only ends when resolving an Action Token.

Turntable

Allows you to turn your car miniature in any direction and continue moving in the chosen direction for up to the remaining movement points. You can also use the Turntable to turn 180°.

Example: Charles was performing a Movement action with a value of 2. With his first movement he moved onto a Turntable, where he decided to turn right. However, he could have chosen any of the directions indicated by the arrows. Then he continues with his second movement in the chosen direction.

Teleport

After moving onto a space with a Teleport token, move your car miniature to any other Teleport token anywhere on the map. Do not change the miniature's orientation. Then end your movement. If the second Teleport is occupied, swap positions with the car miniature that was on it.

If you decide to play with Teleports, always use at least two Teleport tokens during the Obstacle Token selection.

Example: Charles is performing a Movement action with a value of 2. With his first move he moves to a space with a Teleport, resolves it and moves to the second Teleport token without changing his car miniature's orientation. He then ends his movement.

Ability Tokens Overview

Purchased Ability Tokens are permanent upgrades and modify game rules or the resolution of game situations. Each player may have only two purchased Ability Tokens. Their effects can be combined (for example, Reverse Gear and Tires).

Fireproof

If you move onto or end your movement on a lava space, or your car miniature is pushed onto one, you ignore the Action Token damage on your player board. In case of being pushed onto a lava space, the active player still gains a coin.

Service

When completing an Objective Token, you may upgrade one Action Token on your player board by one point for free.

Map Traversal

When resolving a Movement action, you may drive across the map's edge to its opposite side. According to the same rules as for pushing across the map's edge. Thus the target space must be without an impassable obstacle (Wall) and another player's car miniature. The Map Traversal ability effect cannot be used when resolving Jumper or Oil Spill Obstacle Tokens.

Example: With the second movement, Charles can move to the opposite side of the map thanks to the Map Traversal ability. He does not change his miniature's orientation. If he had remaining movement points, he could continue to use them.

Off-road Tires

If at the start of resolving a Movement or Rotation action you are standing on a sand space, you have +1 for this action.

Grass Tires

If at the start of resolving a Movement or Rotation action you are standing on a grass space, you have +1 for this action.

Reverse Gear

When resolving a Movement action, you may decide to reverse with your car miniature (drive in the opposite direction from where it is facing). Movement may only be performed in one direction within a single action. For example, it is not possible to move the car miniature one space forward and then one space backward during one movement.

Machine Gun

When resolving a Shooting action, you may shoot simultaneously in all directions around your car miniature, regardless of its orientation. Resolve each hit miniature of another player or Wall obstacle according to the standard rules.

Example: When Charles (green) is resolving a Shooting action, he can aim in all directions around his car miniature, thanks to the Machine Gun ability. He hits both Ann (orange) and John (yellow) and gains two coins.

3D Printing and Accessories

But the game doesn't end here! Unleash your imagination and take your Crash Derby sessions to the next level. Create your own obstacles, ramps, or crazy arenas – and share them with the community. Visit www.prusa3D.com or https://prusa.io/crashderby, where you'll find inspiration, the shared creations of others, and tools to bring your ideas to life. Print improved player boards, contribute ideas for obstacles and terrain. Together we can expand the world of Crash Derby with endless possibilities – and who knows, maybe your creation will become a legend of the arena!

  • Agree upon or randomly determine which Obstacle Tokens you will play with. Shuffle the selected tokens and draw from them according to the number of players:

    • 2 players: 6 Obstacle Tokens; randomly distribute 3 to each player.
    • 3 players: 6 Obstacle Tokens; randomly distribute 2 to each player.
    • 4 players: 8 Obstacle Tokens; randomly distribute 2 to each player.

    If you decide to play with Teleports, always use at least two of them during the Obstacle Token selection. Return any remaining Obstacle Tokens to the box – you won't need them.

  • Never change the orientation of pushed car miniatures.

    Example: Charles (green) is resolving a Movement Action Token with a value of 2. John's miniature stands in his path. According to the pushing rules, with the first movement the yellow car miniature moves one space closer to the map's edge. With the second move step, it is then pushed off the map and thus moved to the opposite side. The miniature's orientation did not change.

    Pushing a miniature off the map occurs only if possible. For example: If there were a Wall obstacle or an opponent's car miniature on the opposite space, the pushing off would not occur.

    Example: Although Charles (green) should resolve 1 movement, he can not do it, because on the other side of the map, where he would push Ann's car miniature (orange), there's already John's car miniature (yellow). Charles therefore does not resolve this movement. The same case would occur if there were a Wall obstacle on the other side of the map.