RulesPal
Chat
Rulebook
Dodos Riding Dinos: First Race thumbnail

Dodos Riding Dinos: First Race

Dodos Riding Dinos: First Race Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Play
    • Card colors
    • Phase 1: Play Movement Cards
    • Phase 2: Resolve Movement Cards
    • Phase 3: End of the Round
    • End of the Game
  • Movement Cards
    • Effects
    • Effect icons
  • Projectile Effects
    • Egg
    • Meteorite
    • Banana
    • Star
  • Game Boards
  • Variant: Dodino Abilities

Components

  • 4 Projectile tokens: Meteorite, Egg, Banana, Star
  • 78 Movement cards: use them to advance and activate wacky effects.
  • 6 Dodino cards: they include abilities that can be used in the corresponding game variant.
  • 1 Game board: double sided, with a track on each side.
  • 1 Die: various effects will make you roll it.
  • 1 Dodo token: marks the first player for each round.
  • 6 Dodino tokens: they represent the players in the race.

Setup

  1. Place the board in the center of the table. For your first game, we recommend playing on the Jungle track side of the board.
  2. Shuffle all the Movement cards to form the Movement deck and deal 6 cards to each player. Place the deck near the board, with enough space for the discard pile.
  3. The youngest player is the starting player. Give them the Dodo token to indicate this.
  4. Each player chooses a Dodino and takes the corresponding Dodino token and Dodino card. Return the remaining Dodino tokens and cards to the box.
  5. The starting player places their Dodino on starting space number 1. The next player clockwise (to their left) places their Dodino on starting space number 2. Proceed this way until every Dodino is in a starting space.
  6. Place the Projectile tokens and the die near the board.

How to Play

In this exciting racing game, players choose their Movement cards at the same time, and then in turn order, they resolve them to advance toward the finish space or activate wacky effects that could change the course of the race. Each round is divided into three phases.

Card colors

A card's color is determined by the footprint depicted in the card's top left corner: Blue, Red or Green.

Phase 1: Play Movement Cards

  1. Simultaneously, each player chooses 1 blue or red Movement card from their hand and plays it face down in front of them.
  2. Once everyone has played 1 card, reveal them all at the same time.

No blue or red cards? If, at the start of the round, you don't have at least 1 blue or red card, reveal your hand and draw cards until you get one.

Phase 2: Resolve Movement Cards

Starting with the first player (the one with the Dodo token), and proceeding clockwise, each player takes a turn being the active player. On your turn:

  1. Advance as many spaces as the number depicted on the footprint icon on the card you played. Multiple players can occupy the same space.
  2. Take green card opportunities (see below).
  3. Resolve the bottom effect on the card you played (if able).
  4. Take green card opportunities (see below).
  5. End of your turn.

Green card opportunities. On steps 2 and 4 of a player's turn, each player may, in turn order, play and resolve 1 green card. Each player can play a maximum of 1 green card per round, not per turn. Each player should keep their played green card in front of them as a reminder.

Once everyone has taken a turn, proceed to the next phase.

Recover. If at any point during this phase, a player has no cards left in their hand, they must Recover. To Recover, move back 3 spaces and draw a new hand of 6 cards.

Phase 3: End of the Round

  1. The player who is farthest ahead advances 1 space. In the case of a tie, all tied players advance 1 space.
  2. All other players draw 1 card from the Movement deck and add it to their hand.
  3. Discard all of the cards that were played during the round.
  4. The player with the Dodo token passes the token to the player to their left.
  5. Check if at least one player has reached or passed the finish space. If so, proceed to "End of the Game." Otherwise, play another round.

Card amounts. There is no limit to the number of Movement cards you can have in your hand. If you need to draw a card but the Movement deck is empty, shuffle the discard pile to form a new deck and then draw a card.

End of the Game

After Phase 3, if at least one player has reached or passed the finish space, the game ends. The player who is farthest ahead wins. In the case of a tie, the tied player with the most cards in their hand wins. If still tied, victory is shared.

If you had reached or passed the finish space on Phase 2, but you were moved back and are now behind the finish space after Phase 3, the game continues.

Movement Cards

Movement cards allow you to move on the track and and either give benefits or allow you to attack other players.

Footprints determine a card's color (Blue, Red, Green). Each card shows the number of spaces you advance (on the footprint) and its effect (at the bottom).

Effects

  • All effects are mandatory and must be resolved if possible.
  • If a card requires you to discard cards to resolve its effect but you don't have enough cards in your hand, you may still play the card, but you do not discard cards nor activate its effect.
  • If an effect in a red or black box causes you to discard cards but you don't have enough in your hand, discard all cards in your hand. Then, Recover.
  • If a card allows you to Steal cards from a player but that player doesn't have enough cards in their hand, steal all cards in their hand. Then, they Recover.

Effect icons

  • Draw 3 cards from the Movement deck. (green card icon with a number)
  • Advance 2 spaces. (up arrows with a number)
  • Roll the die once and advance that many spaces. (up arrows with a die)
  • Choose and discard 1 card from your hand. (red box, "-1" card)
  • Move back 2 spaces. (down arrows with a number)
  • Roll the die once and move back that many spaces. (down arrows with a die)
  • Choose 2 players and steal 1 card from each of their respective hands.
  • Exchange your Dodino's position with any other's.
  • Discard 4 cards to activate the effect in the white box.
  • Hit the active player to cancel their blue or red card's effect before they activate it.

Projectile Effects

Before throwing a Projectile, you may rearrange the Dodinos however you want without moving them out of the spaces they are in. Each Projectile has its own dexterity challenge. Their effects are resolved as shown below.

  • Projectile to be thrown: the Projectile token shown on the card.
  • Red box: The owner of each Dodino hit with the Projectile, including yourself, resolve this effect.
  • White box: The player who played this card resolves this effect only if the Projectile hits at least one Dodino. This occurs only once per card, regardless of the number of Dodinos hit.
  • Black box: On red cards, if you don't hit any Dodinos with the Projectile, you must discard 4 cards. If you don't have enough cards, discard all cards in your hand and then Recover.

Egg

Place the Egg onto one of the nests on the board's corners. Then, flick it with your index finger, without using any other finger or the board as a resistance.

Meteorite

Take the Meteorite into your fist. With your back straight, extend your arm with your fist at forehead height and open it to let the Meteorite fall.

Banana

Take the Banana with your hand and, while resting your elbow on the table (off the board), throw it without moving your arm, only moving your wrist and your hand.

Star

Place the Star in the center of the palm of your hand. Place your hand at a 4 inch height over the table (off the board) and use your other hand to swipe the Star.

Game Boards

Remember that the game ends when, at the end of a round, at least one player reaches or passes the finish space. The player farthest ahead wins.

  • Board spaces: Multiple players can occupy the same space.
  • Finish space: Reach it or pass it to win.
  • You may advance beyond the finish space.
  • First space: This is the first space available; you cannot move farther back unless you have passed the finish space on the Space track.
  • Starting spaces: Dodinos are placed here at the start of the game.
  • Sphere spaces: At the end of your turn, if you are on a Sphere space, resolve its effect.

The board has two sides: the Jungle track and the Space track.

Variant: Dodino Abilities

Once you become familiar with the game, you may play with the abilities written on each Dodino card.

At any time, but only once per game, you may flip your card to activate your Dodino's ability.

  • Draw 5 cards.
  • Draw 2 cards. Then, roll the die once and advance that many spaces.
  • Advance 5 spaces.
  • Choose 1 player and steal 4 cards from their hand.
  • When hit with a Projectile, ignore the effect in the red box for you.
  • Discard 2 cards to roll the die twice and advance that many spaces. If you can't discard the 2 cards required, you cannot activate this ability.