Fireball Island: Race to Adventure
Fireball Island: Race to Adventure Rulebook
Table of Contents
Table of Contents
Set Up
- Assemble the island as shown.
- a. Place Vul-Kar, facing the helipad.
- b. Put the two bridges and the ladder in their spots.
- c. Put the seven trees into their sockets with their roots turned toward Vul-Kar.
- Place the six Ember Marbles (orange) on their spaces in the center tray of the island. Place the four Fireball Marbles (red) in the Scar.
- Put the Heart of Vul-Kar in its space on the island near Vul-Kar.
- Shuffle the treasure tokens and place all of them, facedown, on the 36 treasure slabs located on the island.
- Shuffle the action cards and place them, facedown, within reach of all players.
- Each player chooses a figure and places it on the starting space.
Fun Fact: The places on the island where treasures go are called treasure slabs!
Guide to What Goes Where
- Ember Marbles: All 6 go on the center tray of the island.
- Fireball Marbles: All 4 go in the Scar.
- Heart of Vul-Kar: Goes on the slab marked with this symbol.
- Treasure Tokens: All 36 tokens go on the slabs marked with this symbol, facedown.
Object of the Game
Have the most points when all three special treasures are found and someone gets back to the helipad. Earn points from collecting treasures and making it back to the helipad.
Playing the Game
The youngest player goes first by drawing the topmost card from the action deck and reading the instructions. If the card shows a move amount, the player must first move the full amount shown before completing the action on the card. When the action is completed, the player places the card, faceup, within reach of all players, forming a discard pile. To complete their turn, the player resets the island by returning all marbles to their preset spots. Ember Marbles go onto the summit and Fireball Marbles go in the Scar. Reset any bridges or the ladder if they were disrupted. The turn is over and play passes to the left.
On Your Turn
All consecutive turns go in the following order:
- If the player is knocked over from the previous turn, stand the figure back up on its space. Sometimes it's unclear where a player should stand up. Use the guide below to determine what to do:
- Straddling two spaces: Choose either space.
- In a river or lava chute: Move to the space at the end of the river or chute.
- Off the island: Start in any cave. Do not roll the die and do not use the cave.
- Anything else: The closest space to where the player landed (their choice).
- Turn over the top card of the action deck and follow its instructions. Move first (if it has a move amount) and complete the action, then discard the card. If there are no more action cards in the draw deck, immediately shuffle the discard pile to form a new deck.
- Reset the island: Ember Marbles go onto the summit and Fireball Marbles go in the Scar. Reset any bridges or the ladder if they were disrupted.
- The turn is complete and play passes to the left.
NOTE: Do not stand up any figures other than your own. See ISLAND SAFETY.
Action Cards: Moving
- You must move the exact number of spaces shown on the card unless you come to a bridge or the ladder. If you do, stop on the bridge or ladder and ignore the rest of your move.
- You may move in either direction, but you may not change direction mid-turn.
- Two players cannot occupy the same space. Instead, jump over into the next available space in the direction you were heading. Ignore any spaces you jump over, as if you never landed on it.
Navigating the Path: Spaces where players walk are a light, sandy color. These spaces are connected to each other with brown, muddy sections. Players can pass over but not stop on the brown muddy part of the paths.
Tree Roots: Tree roots do not stop a player's movement. Just hop right over them and keep moving!
Caves: It is optional to travel through the caves during a move. To use a cave entrance, stop on any cave opening (the numbered spaces). Roll the die — you must move to a cave opening that matches the die number. If all spaces matching the die are occupied, you cannot travel to another cave. If you have remaining moves left, complete your move.
Bridges & the Ladder: You must stop moving when you land on one of the bridges or the ladder. If there is a player already there, jump over them to the first available space and keep moving.
The Helipad: The helipad is where you start and end the game. It has no other purpose in the game.
Action Cards: Actions
After moving, you may do the action shown on the card.
Rotate: When playing the Earthquake card, rotate Vul-Kar and all trees on the island! You may rotate them to any position you like. When playing the Steal card, rotate Vul-Kar one spot (either clockwise or counter-clockwise) before moving.
Ember Marbles: When you launch an Ember Marble, use only one finger to push it. You cannot flick it with a thumb/finger combo. Try to knock over another player.
Cataclysm!: Take the four fireballs in the Scar and drop them into Vul-Kar one at a time. Do not reset anything on the island until all the fireballs have finished rolling.
Grabbing Treasures: If you start on or enter a treasure space as you move, grab one of the treasure tokens on the slab connected to that space. Keep your treasures, faceup, in front of you. You may grab treasures from multiple slabs if you enter more than one treasure space on your turn.
Treasure spaces are marked with a line of helpful red triangles.
Grabbing the Heart of Vul-Kar: The Heart of Vul-Kar is grabbed like any other treasure.
Stealing the Heart of Vul-Kar: If you jump over a player carrying the Heart of Vul-Kar, you may steal it from them.
Winning the Game
There are three special gold treasures in the game.
When all three special treasures have been found, the game is almost at an end! All players now race back to the helipad. The first player to reach the helipad earns an extra 4 points and ends the game. An exact move amount is not required.
| Treasure / Achievement | Points |
|---|---|
| Normal Treasures | 1 point each |
| Special Treasures | 2 points each |
| Reached the Heli-Pad | 4 points |
| Heart of Vul-Kar | 6 points |
The player with the highest score wins! If there's a tie, the player with the Heart of Vul-Kar wins. If there is still a tie, the player who has more treasures wins. If there's still a tie, then it's a tie.
Island Safety
Getting Knocked Over: Your figure is knocked over when any part of your figure other than the base is touching the island, or if your figure is off the island. When your figure gets knocked over, follow the below instructions:
- If another player knocks you over, they take a treasure of yours. They can choose any treasure.
- If you knock yourself over (on your turn), lose a treasure of your choice out of the game.
If your figure is knocked over by yourself or another player's marble, you may not stand back up until the start of your next turn. If your figure falls over from vibrations on the island as a marble rolls by (but doesn't touch you), immediately stand yourself back up.
Table Bumps: If you (or your cat) accidentally bump the island, ignore the effects and put everything back where it was.
Warning
Exposure to excessive heat can cause the plastic island trays to warp or otherwise become damaged. You should not leave or store the game in areas that might get hot, such as a car or attic.