Destination Fun Combo Pack
Destination Fun Combo Pack Rulebook
Table of Contents
Table of Contents
Trains: Coastal Tides
Components
- 1 double-sided board (Okayama-Sapporo/Mount Fuji)
- 21 randomizer cards
- 20 route markers
- 50 Route Bonus cards
- 31 card dividers for sorting your cards in the box
- 220 cards sorted into the following decks:
- 10 Banker
- 10 Barge Terminal
- 10 Building Boom
- 10 Consolidation
- 10 Corporate Rate
- 10 Effective Plan
- 10 Engine Terminal
- 10 High Demand
- 10 Inter-City Train
- 10 Maglev Train
- 10 Multi-Unit Train
- 10 Novelty Train
- 10 Overbuilding
- 10 Productivity
- 10 Return Train
- 10 Ruralization
- 10 Scenic Route
- 20 Sea Bridge
- 10 Streetcar
- 10 Union Contract
- 10 Vice President
The route markers are shaped as the sets A, B, C, D and E shown in the component illustration.
Okayama Map
The Sea Bridge must be used when playing with the Okayama map. You may either replace Lay Rails with Sea Bridge in the common Supply of cards, or add Sea Bridge to the 8 stacks of cards available to buy.
In addition, each player starts the game with 2 Sea Bridge instead of 2 Lay Rails to form their starting deck of 10 cards.
2-Player Maps
The Sapporo and Mount Fuji maps are intended for games with only two players. The maps should not be used when playing with three or more players. Players choose which 2-player map to use by folding the board in half so that only the map chosen is revealed. Each map follows special setup rules as described below.
Sapporo Map
- Only use 16 station tokens.
- Each player only uses 16 of their rail tokens.
- Only use 7 cards per pile in the Supply.
The Sapporo map features special "S" marks on the three field spaces.
There are two options to play with the "S" marks as described below. Both players should agree which option to use at the start of the game.
- Ignore the "S" marks and play the game normally.
- Utilize the "S" marks by having each player each start on one of these spaces. The players must then build their way up the map toward the more valuable cities during the course of the game.
Mount Fuji Map
- Only use 16 station tokens.
- Each player only uses 16 of their rail tokens.
- Only use 7 cards per pile in the Supply.
- Each player starts the game with 1 Sea Bridge instead of 1 Lay Rails to form their starting deck of 10 cards.
- Rail tokens cannot be placed on the Mount Fuji space.
Route Bonus Cards
Route Bonus cards are optional and players should agree whether or not to use them at the start of the game. When playing with route bonuses, complete the normal setup rules and then add the following steps to setup. These steps should be followed before players select their starting points on the board.
- Take the 5 Route Bonus cards for the selected map board.
- Shuffle the 5 Route Bonus cards and place a number of cards equal to the number of players face up next to the board. Return the remaining Route Bonus cards to the box as they will not be used during this game.
- Take a set of route markers (all of the triangle-shaped A's for example), then place one marker on the Route Bonus card and a marker on each of the cities listed on the card. Place another set of route markers for each of the face up Route Bonus cards.
Completing Routes
The first player to connect all cities shown on a Route Bonus card completes the route. The cities must be connected with a path of contiguous spaces that each contain that player's rail token.
When you complete a route, take the card and immediately score the VP listed on the card by moving your VP marker forward along the Victory Point track on the board. You keep the Route Bonus card in front of you until the special ability is used, then the card is removed from the game. The special ability may be used at any time during your turn.
After a route is completed, remove the corresponding route markers from the card and board.
Planes: Round Trip
Introduction
It's vacation season again! And this time your party may be splitting up and flying to different destinations. You're excited and ready for the trip, but are you prepared to brave the airport? Looks like your connecting flight takes you to some giant airline hubs. These are large airports with tram systems and maze like terminals. Grab some food, hit a few essentials, and board your plane!
Goal
The goal of the game is still to have the most victory points (VP) at the end of the game. You gain victory points by boarding your party onto planes and by completing the goals on your cards.
In This Box
- 1 Double-sided Airport Board
- 4 Wild Planes
- 8 Neutral Planes
- 8 Player Planes (2 ea. of Red, Blue, Green, Yellow)
- 40 Victory Point Tokens
- 60 Cards
About this Expansion
This expansion consists of 3 new modules:
- New Planes
- New Cards
- New Boards
You may combine any, or all, of the expansion modules with the base game. You may also choose to play with just the expansion components by themselves.
See Scenarios on page 6 for suggested combinations.
New Planes
There are several new planes available to customize the airport. There are two new player planes, two new neutral planes, and one new wild plane. Each plane is double sided and provides various rewards on each side.
Note that yellow stars always provide points at the end of the game, while white stars and black card symbols provide immediate rewards to the player that placed the cube.
Player Plane As in the base game, these planes are color specific, and only the color shown may board. When boarded, these may now provide a mixture of cards and points for each cube placed. For instance, a blue party cube placed here would provide 2 cards immediately, and then 3 points at the end of the game.
Wild Plane These are neutral planes that allow all neutral cubes, as well as all players' party cubes, to board. Any color cube may be placed on any space, but only 1 cube per space. For instance, if the Blue Player placed a yellow cube on this plane, it would provide 2 points immediately to the Blue Player, then depending on the space, 2 to 4 points to the Yellow Player at the end of the game. If the yellow cubes happen to be neutral cubes, then no one would get those end game points.
Neutral Plane As in the base game, these planes only allow the grey neutral cubes to board. When boarded, these may now provide a mixture of cards and points for each cube placed. For instance, if the Blue Player placed a grey neutral cube on this plane, it would provide 2 points and 1 card immediately to the Blue Player.
New Cards
There are 60 new cards to add variety to the game. See Card Clarifications on page 10 for details.
- Action – This is what happens when you play the card as an action.
- Action Icon – This icon is a handy reference that represents the action listed on the card.
- Goal – This section shows the requirements you need to fulfill in order to complete the goal.
- VP – The number in the star indicates how many Victory Points the goal is worth if you complete it.
- VP Icon – The number of stars is a handy reference that shows how many Victory Points the goal is worth.
- Player Dot – This is used to separate decks when playing with the "Player Decks" optional rule and is not used in the standard game. See "Player Decks" on page 12 of the base game rulebook for details.
- Expansion Icon – This icon is used to separate expansion cards from the base game. It has no game effect.
New Boards
There are two new boards, providing even more airports to explore. The rules of the base game apply with the following modifications.
Azure Airport
As with the base game's Zephyr Airport, when you come across a space with two arrows, you may continue to move from that space following either arrow of your choice.
Beacon Airport
The four terminals and the central hub of this airport are all connected via the airport tram. For this reason, the way you move around this airport is slightly altered. When leaving a terminal, or the central hub, you must reference the symbol upon the exit arrow. The symbol on the arrow will tell you where to go next. Match the exit symbol with the entry symbol to continue your move. In other words, every time you leave any of the four terminals, you must go back to the central hub. Any time you leave the central hub, you may enter any of the four terminals. Note, you never place any cubes on these dotted spaces.
The left image is what the board looks like at the start of the Red Player's turn. The right image shows how she moves this turn. She begins by picking up all the cubes in the last space of Terminal 01 and dropping 2 of them into the central hub. Now she could move into any terminal, including the one she came from. She chooses to move into Terminal 03, where she drops 2 more cubes and boards her last grey cube at Gate N3. She immediately draws 1 card and collects 2 VP tokens.
Setup
The rules of the base game apply with the following modifications:
When using the new boards module - Decide which airport board to use for the game. There are now four choices to choose from: two from the base game and two from this expansion.
When using the new planes module - First, set up the player planes. Along with the base game player plane, there are now five unique sides to choose from for each player color. The players should agree upon which side of which player plane to use for the game. Place all four player planes with this chosen side face up on the designated areas on the airport. Note, this means that all player planes will have the same side face up in their respective color. Be sure to follow the base game rules for which color goes on which gate in relation to turn order. Return any unused player planes back into the box.
If playing with fewer than 4 players, return any player plane that is not assigned to a player back into the box. Replace it with the same colored plane that has the "Draw 2 cards" symbols face up.
Next, set up the neutral planes. Along with the default side printed on each airport board, and including the new wild planes, there are now seven unique sides to choose from for the neutral planes. The players should agree upon which side of which neutral planes to use for the game. Place the required amount of these planes with the chosen side face up on the designated areas of the airport. Note, this means that all neutral planes will have the same side face up on the board. Return any unused neutral planes back into the box.
When using the new cards module - There are now three ways to create the deck of cards for the game. The base deck alone, the expansion deck alone, or a combination of both. It's suggested that you play at least a couple of games using just the expansion deck alone, before combining the two decks. When you are ready to combine the two decks, simply shuffle all 120 cards together to make one giant deck for the game.
Example of a 3 player setup.
How To Play
The rules of the base game apply with the following modifications:
Boarding a Plane
Boarding a plane works the same as in the base game. However, there are a couple of things to keep in mind, since there are many new planes which provide more than just points at the end of the game. First, remember that when you place a cube on a plane it may go on any available space of that plane. Second, party cubes may now be placed on wild planes, in addition to their own respective color player plane. See "New Planes" on page 3 for details.
The top image is what the board looks like at the start of the Red Player's turn. The bottom image shows how she boards onto the wild plane after dropping off one yellow cube along the way. She immediately draws 2 cards, and will score 3 points at the end of the game.
Winning the Game
The game end is slightly modified in this expansion. It is triggered when one of the following two conditions is met:
A) At least 1 player has boarded all of their party cubes onto planes
B) At least 12 passengers, in any combination of colors, are collectively present among all planes
When at least one of these two conditions is met, the current round is completed and then the game is finished. This means that all players will get an equal amount of turns. Each player adds up their collected Victory Point tokens, plus their sum of points for completed goals found on the cards played in front of them. Add to that amount, the points provided by their party cubes placed on yellow stars on planes that they boarded. The player with the most points wins. In case of a tie, the tied player with the most passengers on planes wins. In case a tie persists, the tied player with the most completed goals (quantity of cards) wins. If a tie still persists, the tied player with the most collected Victory Point tokens wins. If a tie is still present, play again to determine a winner!
Example (the printed lead-in reads "The is how the Green Player would score at the end of the game", transcribed as printed):
- Cubes on his Player Plane: 6 VP's
- Cubes on Neutral Planes: 3 VP's
- Scored Cards: 7 VP's
- Victory Tokens: 2 VP's
- Total: 18 VP's
Scenarios
These are custom airport setups that provide a new experience for seasoned players. These require certain boards, and may utilize specific Point of Interest tokens and planes. You may play any of the following scenarios with either deck of cards. However, it is not suggested that you play with a mixture of both decks, nor with the optional "Player Decks" variant from the base game.
Note: Each of the following examples illustrate a 3 player game, but all player counts are supported.
Flying Cloud Airport
Business As Usual
"Only the essentials... get the job done... fly home."
- During setup cover all Fine Dining and Help Desk spaces with blank tokens.
- Remove all 4 "Fine Dining" cards from the deck and put them back into the box. They won't be needed.
- Place new Help Desk tokens in the 2 middle spaces that already have Restrooms and Fast Food.
- Play proceeds as usual!
Frequent Flyer
"Here again?! All of these airports start to look the same."
- During setup add a Fast Food token and a Restroom token to each space directly in front of each of the 4 player gates.
- Cover up both Fast Food and Restroom icons in the middle two spaces with Gift Shop and Help Desk tokens instead.
- Play proceeds as usual!
Zephyr Airport
Middle of Nowhere
"Where'd you say it was again?! I guess I have no choice."
- During setup cover ALL icons on the board with blank tokens. Also, remove all Points of Interest cards from the deck (Fast Food, Gift Shop, Help Desk, and Fine Dining), except for "Restroom" cards.
- Put the removed cards back into the box. They won't be needed.
- Add 1 Restroom token to the very center space. This will be the only icon showing on the board.
- Play proceeds as usual!
Skymall
"You know they will be expecting some sort of souvenir. Might as well get it here."
- During setup place a new Gift Shop token in each space directly in front of each of the 4 player gates. (Note, Gate G2 already has a Gift Shop and won't need a new one). Be sure to cover up the Help Desk on space G1 with the new Gift Shop token.
- Place a new Help Desk token in the center space next to the existing Fine Dining symbol.
- During setup, give each player their "Gift Shop" card. Each player begins the game with this card in hand, plus 2 other random cards from the shuffled deck.
- Play proceeds as usual!
Tram Airport
Lost and Found
"Now... think... where did you see it last?"
- During setup remove all Points of Interest cards from the deck (Fast Food, Restrooms, Gift Shop, Help Deck, and Fine Dining). Set aside these cards face up on a corner of the board.
- When a player ends their move on a space with a Point of Interest symbol, they gain the respective card in their color that has been set aside. If more than one Point of Interest is located on that space, choose one type to gain per move. Look through the set aside cards to find the appropriate card by referencing the player color in the bottom left hand corner of the card. This card is added directly to their hand. If a player uses such a card for its action, it is discarded like normal. It is not set aside again.
Divide and Conquer
"Everyone has their own agenda. Guess I'll see you when I see you."
- During setup use the four wild planes as the neutral planes this game. Choose either side you want.
- During setup, after placing each color's 5 party cubes in the appropriate starting space, place 1 party cube of each color in the first space of each of the other 3 terminals.
- Play proceeds as usual!
Blob Airport
Happy Hour
"It's dinner time. Where to?"
- During setup place 1 new Fast Food token on each of the "P" starting spaces (4 total). Also, place 1 new Fine Dining token in front of each of the neutral planes (2 total).
- During setup give each player 1 Fast Food card and 1 Fine Dining card. Each player begins the game with these cards in hand, plus 1 other random card from the shuffled deck.
- Play proceeds as usual!
Long Layover
"We have a lot of time on our hands. What's there to do?"
- During setup use only planes with "Draw Cards" symbols, both for the player planes and the neutral planes.
- Play proceeds as usual!
Card Clarifications
General Notes
All actions and goals reference only the player that played them, and refer only to cubes that have not yet boarded onto planes. Therefore, only cubes that are still navigating the airport may be used for actions and/or scored for goals. Plane tokens are not considered spaces for actions and/or scored for goals.
Action and Goal Cards
- Draw 2 cards into your hand. Discard 2 cards. (Action) Draws 2 cards from the Draw Deck and add them to your hand. Then choose 2 cards from your hand to discard.
- Goal 0( ) (Goal, 1 VP) Any blank space with zero cubes scores 1 VP. Gate spaces do not count.
- Bring up to 1 neutral from one space to eat at a Fast Food Restaurant. (Action) Move up to 1 neutral cube from any 1 space in the airport to any Fast Food Restaurant of your choice.
- Goal: At least 2 cubes visited the Fast Food Restaurant (Goal, 1 VP) Any Fast Food Restaurant space with at least 2 neutral cubes scores 1 VP. Other cubes may also be present.
- Draw cards equal to the number of players. Beginning with the current player, each player adds 1 card to their hand and passes the rest to the player on their left. That player chooses 1 to add to their hand, then passes the remaining cards to the left. This continues through all players. (Action) Draw cards equal to the number of players playing. Choose 1 of those cards to add to your hand. Then pass the rest of those cards to the player on your left. That player chooses 1 to add to their hand, then passes the remaining cards to the left. This continues through all players.
- Goal 1( ) (Goal, 1 VP) Any space with exactly 1 cube of your color scores 1 VP.
- Move only neutrals. (Action) During your next Move Phase, you must move only neutral cubes. This means that all other colors of cubes (including your own), that would normally be active, will be ignored for this turn.
- Bring up to 1 neutral from one space to meet at the Restrooms. (Action) Move up to 1 neutral cube from any 1 space in the airport to any Restroom of your choice.
- Goal 1( ) (Goal, 1 VP) Any space with exactly 1 neutral cube scores 1 VP.
Automobiles: Racing Season
Introduction
Will you cross the finish line first? What about the next race? And the one after that? In Automobiles: Racing Season you must hone your skills and optimize your crew to be the best. Track after track. In this expansion, you can now leverage drivers with unique abilities, spend money from sponsors, and exploit even more card combinations. It's your time to race to victory!
Goal
Be the best racer by crossing the finish line first! But anyone can win one measly race. You must prove you have what it takes to stay at the top over multiple races. With even more options for customizing your race car, unique driver skill sets, and wealthy sponsors pushing results, the racing season has never been more competitive. Show your peers that you're here to stay. Show your sponsors that you're worth it. Show yourself that hard work pays off as you cross the finish line and watch that checkered flag wave!
In This Box
- 1 Double-Sided Board with three tracks
- 1 Season Record Pad (100 Sheets)
- 3 Garage Cards
- 3 Pit Cards
- 3 Handling Cards
- 3 Performance Cards
- 3 Engine Cards
- 10 Driver Cards
- 18 Sponsor Cards
- 5 Track Cards
About this Expansion
This expansion consists of 4 new modules:
- New Boards
- New Action Cards
- Drivers
- Season Campaign
You may combine any, or all of these expansion modules with the base game. You may also choose to play with just the expansion components by themselves.
New Boards
There are three new boards, providing even more tracks to race. The rules of the base game apply with the following notes.
Talladega
- Really fast track with several combo colored spaces for flexible movement.
- Counter-clockwise movement.
- Recommended for all player counts.
Monte Carlo
- Challenging track with tight turns that require skillful driving.
- Clockwise movement.
- Fold the board in half so that only the track chosen is revealed.
- Recommended for 2 players, but compatible with all player counts. However, only players looking for a longer game, and significantly more interactive race, should proceed with more than 3 players.
Tucson
- Small track that introduces combo spaces with 3 colors.
- Counter-clockwise movement.
- Fold the board in half so that only the track chosen is revealed.
- Recommended for 2 players, but compatible with all player counts. However, only players looking for a longer game, and significantly more interactive race, should proceed with more than 4 players.
Note: The checkered flag that marks the start/finish line cuts through two spaces (A and B). These spaces should still be treated as normal spaces with the checkered flag serving like any other dashed segment line. However, the player starting the game on "P1: $10" should treat that segment as a distinct space until they move out of it. This means, for example, if they play one white cube on their first turn they would move forward 1 segment to the front of space A. Likewise, player 1 should ignore momentum until they have moved out of space A.
New Action Cards
There are 15 new action cards to add variety to the game (3 Garage, 3 Pit, 3 Handling, 3 Performance, and 3 Engine cards). These function the same way as the base game. See "Card Clarifications" on page 8 for details.
Track Cards
Track cards can be used to randomly determine which track players use for that game. When playing a season campaign, track cards can also be used to remember which tracks have been selected and in what order.
Drivers
Driver cards give each player a unique ability to use during the game. Drivers may be used when playing a standard game or a season campaign. See "When using the drivers module" on page 5 for setup rules. See "Driver Clarifications" on page 10 for details.
- Number: The individual number of the driver.
- Name: The name of the driver.
- Picture: Representative picture of the driver.
- Phase: The specific phase that the driver's effect is active.
- Effect: Ability granted by the driver during the phase noted.
Season Campaign
In a season campaign, players play a series of three or more race tracks to determine the ultimate racing champion!
Each player will race their own car and driver from track to track. After each track, sponsors are selected to help prepare for the next race, and points are awarded according to finish positions. The player who gains the most points over the series will be victorious. See "How to Play a Season Campaign" on page 6 for more details.
Sponsors
Sponsor cards give each player a unique ability to use during the game. Sponsors may only be used when playing a season campaign. See "Sponsor Clarifications" on page 11 for details.
- Name: The name of the sponsor.
- Label: The individual identifier of the sponsor.
- Picture: Representative picture of the sponsor.
- First Place Effect: Ability granted by the sponsor if the owner of this card finished in first position.
- Middle Place Effect: Ability granted by the sponsor if the owner of this card finished between first and last position.
- Last Place Effect: Ability granted by the sponsor if the owner of this card finished in last position.
Setup
The rules of the base game apply with the following modifications:
When using the new boards module - Decide which race track to use for the game. There are now five options to choose from: two from the base game and three from this expansion.
When using the new action cards module - Add the new cards to the base game cards. There are now 7 options to choose from for each card type: four from the base game and three from this expansion. Shuffle each type and randomly select one, or see "Suggested Card Sets" on page 12 for recommended sets.
When using the drivers module - Randomly shuffle all driver cards. After determining turn order for the game, reveal as many drivers as there are players plus 1. Then, the last player in turn order (the player to the right of the start player) chooses a driver first, placing it face up next to their player sheet. The players continue by each taking one driver in reverse turn order. Return the remaining driver back into the box. See "Driver Clarifications" on page 10 for details.
Season Campaign Setup Example (figure in the printed rulebook).
When using the season campaign module - Players must use the drivers module when playing a season campaign.
Randomly shuffle the sponsor cards and place them as a face down deck next to the board. Then reveal as many sponsors as there are players playing. These revealed cards should be placed face up next to the board for all to see.
Decide the structure of the season campaign, including the number of laps, on what tracks, and in what order. Alternatively, randomize it by drawing track cards. A season should have at least 3 tracks. You can make note of these tracks, and their sequence, by storing the track cards in order or by using one season record sheet for each track.
Note: Laps should be the same from track to track.
How to Play a Season Campaign
The rules of the base game apply with the following additions.
Awarding Sponsors
During each race in the series, certain sponsors are available. They are revealed as described in setup and players may reference them at any time during the race. However, these sponsors serve no purpose until the end of each race.
At the end of each race in the series, sponsors are awarded according to the finish positions of the players:
- The player finishing in first position chooses a sponsor first, placing it face up next to their driver card. That player then applies the first place effect of their chosen sponsor.
- The other players, except for the last player, continue by each taking one of the remaining sponsors in the order determined by their position at the end of the race, and applies its middle place effect.
- Finally, the last player takes the remaining sponsor and applies its last place effect.
At the end of the second race track of the season, and each race track after that one, players will already have sponsors in front of them. When it comes time to award sponsors again, each player has the choice to keep their current sponsor or choose a new one from those available. If the player chooses a new sponsor, they must remove their current sponsor from the game, replace it with the new one, and apply the effect of the new one. Alternatively, if the player chooses to keep their current sponsor, they must remove one sponsor from those available, then apply the effect of their current sponsor. See "Sponsor Clarifications" on page 11 for details.
Awarding Points
Also at the end of each race in the series, points are awarded according to the finish positions of the players. Reference the chart below and record these points on a season record sheet.
| Finish position | Track 1 | Track 2 | Track 3 | Track 4 | Track 5 |
|---|---|---|---|---|---|
| First Place | 4 | 5 | 6 | 7 | 8 |
| Middle Place* | 3 | 3 | 3 | 3 | 3 |
| Last Place | 2 | 2 | 2 | 2 | 2 |
* Middle Place means any finishing position between first and last. Additionally, in a 2 player game, the player who finishes in 2nd place, will be awarded middle place points, not last place points.
Setting Up the Next Race
Very little changes from race to race in a season campaign. The card set stays the same. The quantities of cubes in the stock stay the same. Players keep their driver and sponsor cards. Even the contents of each player's bag stays the same (of course, all cubes from their player sheets are put back into their bag). In other words, these things don't change and are not reset at the start of each new race. Simply switch out the finished board with the next track in the series.
Turn order is updated for the new race according to the finish positions of the players in the previous race. First position becomes first player (give them the Starting Player card). Second position becomes second player, and so on. It is suggested that the players physically move seats at the table in order to have the seating positions match turn order.
Lastly, reveal new sponsors from the sponsors deck equal to the number of players. The next race of the season is ready to begin!
Note: Allowance money written on the starting spaces of a race track are ignored for the second race track onward. This means that a spending allowance is only provided during setup for the very first track of the series.
Saving an Unfinished Season Campaign
If for any reason you are unable to finish an entire season campaign in a single session, the provided season record sheets make it possible to save the current state of your campaign. First, finish the current race. Then, find and fill out the season record sheet for that track. There are spaces provided to document each player's driver, sponsor, finish position, points, and the contents of their bag.
After carefully filling out this info, pack up your game like normal, with all the season record sheets for each track in the season placed on top. When you're ready to return to the campaign, simply pull out the appropriate season record sheets and restore the state of your campaign.
Figure in the printed rulebook: an example of a completed season record sheet for a 3 track season campaign, with the caption "At the end of a 3 track season campaign, Matt is the overall winner with 11 points. Also note, Nathan takes third, since he finished better in the last race than David."
Winning the Season Campaign
At the end of the last race of the season, after awarding points to the players according to their finish positions for that race, calculate the final point total for each player. The player with the most points is the winner of the season campaign! If two or more players are tied, the tied player that finished with the best position in the last race wins.
Movement Clarifications
The rules of the base game apply with the following clarifications.
How to Move on the Track
Here are some more examples for how movement works, to supplement those found in the base game rulebook. In the following examples, the green checkmarks indicate possible next moves for the blue player, while the red highlighted spaces are not available.
Momentum
With the introduction of cards like Crate Motor, it is even more important to update momentum consistently. After any player's race car finishes its move, during any phase of a turn, momentum is applied.
The yellow player just finished her End Phase after using a Crate Motor cube during her Action Phase. Since she is now in first position, the other four players get to move 1 space on any 1 color. The blue player moves first, since he is in second position. The red player was in third position, but due to momentum, the purple player is now in third position, therefore he moves next. After the purple player, red moves, followed by green.
Variant - Weaving Movement
This variant gives players even more control of their race cars. It allows players to change lanes while moving through early segments of long spaces. In other words, you can change lanes at any segment in a space (normally you must move to the furthest unoccupied segment in a space before you can change lanes).
This weaving movement can get a player out of a tough situation or provide an opportunity for drafting that wouldn't be possible under the base game rules.
However, even with this variant, it's important to remember a race car must always be progressing forward, never sideways nor backwards. With that in mind, weaving makes movement much more flexible.
The 'A' line represents the base game rules, while the 'B' line represents how a player can use weaving to do things like draft where not possible previously.
Card Clarifications
Reminders
- Any cube drawn from your bag is placed in your active pile.
- Any active cube you perform an action with is placed in your used pile before applying any part of its effect.
- Any movement on the board starts with a space that must be adjacent to your race car or any previously placed cube.
- Any cube gained during your turn is placed in your used pile.
- Any cube removed during your turn is placed back into the stock.
- When a card says "up to" in its effect, zero is a valid choice.
- Your position is always determined by where your race car is at the beginning of the Action Phase, not where it will be during your Car Phase. If tied for a position, the more inner lane is leading.
Garage Cards
Factory Support: Draw 1 cube from your bag. After this, you must remove 1 cube from your active pile or discard pile. Keep in mind, the 1 removed cube may be the cube you just drew out of your bag.
Maintenance Staff: Choose any number of cubes to remove from your active pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then you may remove up to twice that amount of cubes from your discard pile. For example, if you removed 3 cubes from your active pile, you may remove up to 6 cubes from your discard pile.
Performance Testing: First, you must remove this very cube. Then, you may draw up to 3 cubes from your bag.
Pit Cards
Air Jacks: Count how many unique colors of cubes you currently have in your discard pile. Then remove up to that many cubes from your discard pile. For example, if you had 1 yellow cube, 2 dark gray cubes, 3 blue cubes, 1 green cube, and 2 wear cubes in your discard pile, then you could remove up to 5 of those cubes.
Impact Wrench: Choose up to 4 cubes to remove from your discard pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then, remove all wear cubes currently in your used pile. This means all wear cubes gained during your Action Phase up to this point, including those placed on the track, are removed. Keep in mind, this does not allow you to remove wear gained by any future action, nor does it allow you to ignore gaining wear during your Decline Phase.
Pit Mechanic: Remove up to 6 wear cubes from your discard pile. After this, count how many cubes you currently have in your discard pile. Compare your total with each other player individually, not all other players as a group. If you have less cubes in your discard pile than each of the other players' discard piles, you get to remove up to 2 additional cubes from your discard pile. These additional cubes can be any combination of cubes, including but not limited to, wear cubes. For example, if you had 5 cubes left in your discard pile after removing up to 6 wear cubes, then you could remove up to 2 more cubes as long as no other player had 5 or fewer cubes in their discard pile.
Handling Cards
Burnout: Gain 1 wear cube from the stock. Then choose 1 gear cube in your discard pile. Move your red cube up to 2 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose a black cube in your discard pile, then you could move up to 2 consecutive dark gray spaces with your red cube. Note, the chosen gear cube stays in your discard pile.
Camber & Toe: Choose 1 gear cube from your active pile to place into your discard pile. Then, move your red cube 1 space on any color on the board. For example, if you chose to discard a light gray cube from your active pile, then you could move on white, light gray, dark gray, or black with your red cube. Note, the chosen gear cube stays in your discard pile.
Redline: During your Action Phase, you may use any number of white gear cubes that you have in your active pile as if they were any color gear cube. Place these white gear cubes onto the board on color(s) of your choice. Use 1 white gear cube per space. Gain 1 wear cube from the stock for each white cube that you used with this effect.
Suggestion: Place this red cube on the Wear Chart on the board to remind you that you have activated this card's effect. Don't forget to place it back into your discard pile during your End Phase.
Performance Cards
Adrenaline: Choose one of the following. You may either move your green cube 1 light gray space OR during your Car Phase this turn, you may move up to 2 light gray spaces per position you advanced. In order to do the second option, take note of what position in the race your race car is in at the beginning of your Car Phase. Then note what position your race car ends up in at the end of your Car Phase. Finally, move up to 2 light gray spaces per position you advanced. For example, if you chose the second option and started your Car Phase in fourth position of a 5 player game, but ended your Car Phase by passing 2 other cars to move into second Position. Then you could move up to 4 light gray spaces.
Suggestion: If using the second option, place this green cube on the Wear Chart on the board to remind you that you have activated this card's effect. Don't forget to place it back into your discard pile during your End Phase.
Bump & Run: Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, as long as you are not in first position, move your green cube up to 2 dark gray spaces on the board. If you are currently in last place, you may move 1 more dark gray space. For example, if your race car is currently in 4th place of a 4 player game, then you could move up to 3 consecutive dark gray spaces with your green cube.
Note: If you are in first position you don't move at all with this green cube.
Overdrive: Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, move your green cube up to 3 spaces according to your position. If you are in first place, move on white. If you are in last place, move on dark gray or lower. For all other positions in the race, move on light gray or lower. Keep in mind, you may move on more than 1 color with each green cube. For example, if your race car is currently in 2nd place of a 3 player game, you could move 1 white space and 2 light gray spaces with 1 green cube.
Crate Motor: Move your blue cube up to 3 spaces on any 1 color on the board. Then, after your End Phase, determine what position in the race each player's race car is currently in. Each player that is in a lower position in the race than you, may move 1 space on any color. This movement takes place in position order, not turn order, and those other players do not gain wear for their movement. Additionally, after each player moves, including you, momentum must be updated and positions may change due to this momentum (see example on page 7). Keep in mind, if more than one of these blue cubes is used in a single turn, player positions are not determined until after your End Phase. In this situation, each player in a lower position moves all awarded spaces before moving onto the next player. For example, if you used 2 blues cubes this turn, and ended up in 1st position after your End Phase, the player in 2nd position would get to move up to 2 spaces on any color(s) without gaining any wear. After the 2nd position player moved, and momentum updated, then the 3rd position player would move up to 2 spaces on any color(s), and so on.
Engine Cards
Fuel Injection Engine: Gain 2 wear cubes from the stock. During your Action Phase this turn, each of your activated gear cubes may move twice as many spaces as they would normally move. This means that for each gear cube that you use this turn, you may move 2 spaces instead of 1 on its respective color. Keep in mind, this effect can combine with cards like Redline, but does not have any effect on cards like Camber & Toe. Furthermore, activating more than one of these blue cubes is superfluous, as it does not compound the effect.
Suggestion: Place this blue cube on the Wear Chart on the board to remind you that you have activated this card's effect. Don't forget to place it back into your discard pile during your End Phase.
Internal Combustion: Choose 1 cube from your active pile to place into your discard pile. Then choose up to 3 cubes from your discard pile. Place these chosen cubes into your active pile. Gain 1 wear cube from the stock for each cube that you brought from your discard pile to your active pile with this effect. Keep in mind, one of the cubes that you bring from your discard pile back to your active pile may be the very cube you just placed in your discard pile.
Driver Clarifications
Reminders
- Each player keeps their one driver throughout the entire game/season.
- Driver abilities are optional.
- Each player may use their driver's ability every turn during the phase stated on their driver card.
- When a card says "up to" in its effect, zero is a valid choice.
Driver 01: During your Decline Phase, you may move your race car up to 1 light gray space for each wear you gained. Keep in mind, this is only for wear gained during your Decline Phase, not your Action Phase. For example, if you gained 3 wear during your Decline Phase, then you can move up to 3 light gray spaces. For another example, if you would have gained 2 wear during your Decline Phase, but ended up drafting, you will not get a benefit from this driver.
Driver 02: During your Action Phase, you may choose 1 cube from your discard pile. Place this chosen cube into your active pile. That cube may now be used like any other cube in your active pile.
Driver 03: During your Action Phase, you may choose up to 3 cubes from your discard pile. These chosen cubes can be any combination of colors. Place these chosen cubes back into your bag.
Driver 04: During your Buy Phase, you may draw up to 3 cubes at once. This means that you must state for all to hear how many cubes that you'd like to draw (up to 3). Then draw that exact number from your bag. After you have drawn all required cubes, keep them separate from your player board until you have decided to do one of the following options with each cube: remove it by putting it back in stock, place it in your active pile, OR put it back into your bag. You may decide to do any of the three options with each cube. Keep in mind, any cube added to your active pile may only be used for its value to buy new cubes, since you are in your Buy Phase.
Driver 05: During your Buy Phase, you may remove any number of cubes from your discard pile. These removed cubes can be any combination of cubes, including but not limited to, wear cubes. For each cube that you decide to remove this way, you must pay $1. If you have no money during your Buy Phase, you will not get a benefit from this driver.
Driver 06: During your Car Phase, after you finish your normal move with your race car, you may move 1 additional space on any color. Like normal, you could be subject to wear for this movement during your Decline Phase, if you don't end up drafting.
Driver 07: During your Decline Phase, take note of how many wear cubes you gained. For each of those wear cubes, you may draw up to 1 additional cube during your End Phase. For example, if you gained 3 wear during your Decline Phase, then you will draw 10 cubes during your End Phase, instead of just 7. This means, you will start your next turn's Action Phase with those 10 cubes. If you gained no wear during your Decline Phase, for instance if you ended up drafting, you will not get a benefit from this driver.
Driver 08: During your End Phase, before drawing new cubes for your active pile, you may remove up to 3 wear cubes from your player board. Keep in mind, these wear cubes can be located in any pile on your player board or on the track.
Driver 09: During your End Phase, after drawing new cubes for your active pile, you may draw up to 2 additional cubes. Of course, these cubes may be used like any other cube in your active pile.
Driver 10: During your End Phase, after drawing new cubes for your active pile, you may choose any number of those cubes to place in your discard pile. Then, draw cubes equal to the number that you chose to discard. You may only do this once. For example, after drawing 7 cubes for your active pile, you could decide to discard 4 cubes, so that you can draw 4 new cubes to add to your active pile.
Sponsor Clarifications
A player may empty their bag onto their player sheets before applying the effect of their sponsor. This way they have access to all of the cubes in their bag. After applying the effect of their sponsor, each player should return all of their cubes back into their bag before starting the next race.
Every sponsor has 3 effects (first place, middle place, and last place). Each effect starts off with a standard ability to remove a certain number of cubes from your bag and/or player board. First place effect removes 3 cubes, middle place effect removes 6 cubes, and last place effect removes 12 cubes. These cubes can be any combination of cubes, including but not limited to, wear cubes.
Reminders
- Sponsors are only used during a season campaign.
- Sponsor abilities are optional.
- Each player may only use their sponsor's ability once at the end of each race.
- When a card says "up to" in its effect, zero is a valid choice.
- In a 2 player game, the player who finishes in 2nd place, will apply the middle place effect, not the last place effect.
Sponsors A1-A3: Spend the specified amount of money to buy new cubes from the stock. Keep in mind, the stock does not replenish from race to race during the season, so some cubes may be in short supply. Any money not spent is lost.
Sponsors B1-B3: Remove the specified amount of additional cubes from your bag and/or player board. These cubes can be any combination of cubes, including but not limited to, wear cubes.
Sponsors C1-C3: Remove the specified amount of wear cubes from your bag and/or player board. These cubes must be wear cubes.
Sponsors D1-D3: Gain the specific cubes stated from the stock for free. If the stock does not have adequate supply, then take as many as available.
Sponsors E1-E3: Take note of how many non-wear cubes you removed with your sponsor's standard remove ability. Then, for each non-wear you removed, remove up to 4 wear cubes from your bag and/or player board. For example, if you had Sponsor E1, finished in first position, and decided to remove 2 white cubes and 1 wear cube, then you'd be allowed to remove up to 8 wear cubes from your bag and/or player board.
Note: Sponsor E3's last place effect does not have an ability beyond its standard remove ability.
Sponsors F1-F3: Remove the specified amount of additional cubes from your bag and/or player board. Then, for each additional cube removed, you may spend up to $2. For example, if you had Sponsor F2, and finished 3rd in a 4 player game, then using the middle place effect would let you remove up to 3 additional cubes. If you removed all 3 additional cubes, then you'd be able to spend $6. Any money not spent is lost.
Suggested Card Sets
The following card sets focus on a central theme to create a distinctive play experience. Players should agree upon which card set to use at the start of the game.
Expansion Only
Rinse & Repeat: Factory Support, Pit Mechanic, Burnout, Overdrive, Internal Combustion
This is the suggested first game set for exploring this expansion. We also recommend this for your first season campaign.
Squeaky Clean: Maintenance Staff, Air Jacks, Camber & Toe, Adrenaline, Crate Motor
These race cars avoid wear at all costs, providing a fast race with ample interaction. We suggest five laps for this set.
Combining Base with Expansion
Well Oiled Machine: Performance Testing, Crew Chief, Aerodynamics, Nitro, Crate Motor
The race cars will be in tip top shape in this set. Cubes, actions, and interaction will be plentiful. Also recommended for a season campaign.
This or That: Manager, Pit Crew, Tires, Turbo, Fuel Injection
This set provides some tough choices for how to build your race car. Will this or that bring you victory?
Shake & Bake: Engineer, Impact Wrench, Redline, Boost, Internal Combustion
In this set the wear will keep coming, but you'll keep dodging it. Lots of cubes, lots of actions! We suggest five laps for this set.
Rubbin' is Racin': Factory Support, Pit Captain, Camber & Toe, Bump & Run, Diesel Engine
Feel that? That's all the other race cars around you. Find a way to make it through the pack. We suggest playing on the Talladega track for this set.