Gib Gas!
Gib Gas! Rulebook
Table of Contents
Table of Contents
Components
Each player has 10 cards:
- 6 Speed Cards
- 1 Speed Die Card
- 1 Tempo-Halten (Same Speed) Card
- 1 Boxenstopp (Pit Stop) Card
- 1 Damage Card
The race consists of over-sized Track Cards: Full Throttle!, Brakes!, Crash!
Also: 1 Speed Die and 6 Damage Markers (1 per player).
Overview
- The race lasts several rounds. The winner of each round receives victory points.
- Whoever has achieved the most victory points at the end of the game WINS and is the new champion!
Setup
- Build the Racetrack – Mix all the Track Cards and form a facedown stack (so you can not see which card is coming next).
- Draw the top 4 cards from the stack and then put them back in the game box without looking at them. These cards will not be used for this race.
- Draw 4 more cards and place them face up side by side in the middle of the table. They form the racetrack. The race will proceed from the deck left to right.
- Equip the Drivers – Each player chooses a color and takes the player cards in this color. All other unused player cards are returned to the game box.
- Find the Damage Card in your player deck and lay it on the table. Take a Damage Marker and put it on the 18 spot. Your car is in great condition and has no scratches!
- Now let's look more closely at your cards: You have 6 cards that specify a speed (200, 210, 220, 230, 240, 250). These are the Speed Cards. When you play one of these cards, your car goes exactly the speed indicated on the card.
- Speed Die Card: you must roll the Speed Die to see how fast your car will go. The numbers 100, 100, 100, 240, 250, and 300 are on the Speed Die and cause your car to go very quickly or very slowly.
- Tempo-Halten (Same Speed) Card: you can drive as fast as the previous card. If you previously played a Speed Card, it counts again this round. If you previously placed the Speed Die Card, you need to roll the Speed Die again.
- Boxenstopp (Pit Stop) Card: you can refuel and/or repair your car.
Now, let's race!
The Race
Just like a real race, all cars go at the same time. All players simultaneously choose a card from their hand and place it face down on the table in their playing area. Once all players have chosen a card, all of the chosen cards are revealed at the same time.
Fender Benders
- As in real racing, fender benders can happen. Check whether another player is driving as fast as you (i.e. played the same Speed Card). All of the cars going the same speed have a fender bender. This means that all cars involved are damaged and cannot win the current Track Card. These players must move the Damage Marker on their Damage Card down the number of Damage Points indicated by the number of red arrows shown in the upper left of the Track Card. As long as the Damage Marker is still on your Damage Card, you can still drive your car. If you no longer have Damage Points left, you have a total loss and can no longer drive.
- If you play your Boxenstopp (Pit Stop) Card, you are refueling in the pits and are not on the track and are not involved in any fender benders. No fender benders occur for cars that Pit Stop at the same time. However, drivers taking a Pit Stop cannot win the current Track Card.
- If all cars have a fender bender at the same time, you skip the Drive section below. Nobody wins the current Track Card and it is placed back in the game box.
Drive!
Look at the first Track Card (it is always the one on the far left, closest to the draw deck). There are four different types of Track Cards:
- VOLLGAS! (Full Throttle!): the fastest driver wins. The player who played the fastest Speed Card takes the Track Card. However, players who are involved in any fender benders (having the same speed as another player) cannot win the Track Card. In that case, the player who played the second highest Speed Card wins the Track Card. At the end of the game, players will score victory points equal to the number of yellow stars shown in the lower right of the Track Card.
- BREMSEN! (Brakes!): the slowest driver wins. The player who played the slowest Speed Card takes the Track Card. However, players who are involved in any fender benders (having the same speed as another player) cannot win the Track Card. In that case, the player who played the second highest Speed Card wins the Track Card. At the end of the game, players will score victory points equal to the number of yellow stars shown in the lower right of the Track Card.
- VOLLGAS CRASH: the player with the highest Speed Card wasn't paying attention and causes a crash. This player must move the Damage Marker on his Damage Card down the number of Damage Points indicated by the number of red arrows shown in the lower right on the Track Card. The Track Card is then placed back in the game box. If the player with the highest speed in this round was also in a fender bender because another player was driving just as quickly, then the player with the next highest speed causes the crash.
- BREMSEN CRASH: the player with the slowest Speed Card causes a crash. This player must move the Damage Marker on his Damage Card down the number of Damage Points indicated by the number of red arrows shown in the lower right on the Track Card. The Track Card is then placed back in the game box. If the player with the slowest speed in this round was also in a fender bender because another player was driving just as slowly, then the player with the next slowest speed causes the crash.
If you cannot see any more of the track because the four Track Cards are finished, deal out four new Track Cards in a row. Again, start with the left-most Track Card.
Pit Stops / Refueling
- Once you have played all of your cards, you get all of them back into your hand.
- If you have played the Boxenstopp (Pit Stop) Card, you make a Pit Stop to refuel. You do not participate in the competition for the current Track Card and you are safe from all fender benders. Instead, you roll the Speed Die and take back as many of your previously played cards as indicated by the first digit of the number shown on the die. You can choose any one card for rolling 100, any two cards for rolling 240 or 250, or any three cards for rolling 300. You cannot take back the Boxenstopp (Pit Stop) Card until all cards have been played.
- If all cars Pit Stop at the same time, then the current Track Card is put back into the game box.
The Finish Line
The game ends in one of two ways:
- As soon as a player has a total loss (there are no Damage Points left on his Damage Card). Players that can no longer drive their cars cannot win the game.
- If all players take good care of their cars and no one crashes out, the race ends as soon as the final Track Card is completed. All players have a chance to win the game.
Players who have not crashed out add up the victory points indicated by the gold stars in the lower right on the Track Cards that they won and add any remaining Damage Points to the total. Whoever collected the most victory points has won the race!
If there is a tie, the player that has the highest number of Damage Points left on the Damage Card wins the game since he was more careful with his car during the game.
Variants
Race for 2 Drivers
- If only two drivers want to race, an imaginary third driver (Franz) will play with you! For that player, you need to make a deck of cards: Shuffle all Speed Cards and all Tempo-Halten Cards of the unused player colors together and put them in a facedown pile.
- Franz's race car is very stable, so you don't need to mark any damage done to him.
- In each round, reveal the top card of Franz's deck when you and your opponent reveal your chosen cards. If his stack is empty because all of his cards have been played already, shuffle his cards again and create a new pile for him.
- If Franz actually wins a Track Card, put it back in the game box. At the end of the game, Franz will have 0 points.
- All other rules remain the same.
Race for Champions
Real champions that frequently race (in this game) may also repair their car during a Pit Stop. After rolling the Speed Die, you can use the points to either refuel your car (return cards to your hand) OR to repair your car by moving the Damage Marker towards the 18 on your Damage Card. Reminder: You get one point for rolling 100, two points for rolling 240 or 250, or three points for rolling 300. You can also mix these options, but only for as many points as rolled.
Race for 6 Drivers
If you are in a big race with six drivers, each player must discard one Speed Card of their choice before the game begins. The card is not revealed and is placed back in the game box. This will reduce the number of fender benders on the track.