Kart sur Glace
Kart sur Glace Rulebook
Table of Contents
Table of Contents
Equipment
- 20 Action cards (5 series - blue, green, orange, black & red - each kart colour's card range includes 2, 3, 4 & 5 action points)
- 5 Fou Du Volant* cards (1 per kart colour)
- 29 Bonus cards (10 dynamite, 10 oil slicks, 6 missiles & 3 guided missiles)
- 5 karts (1 per colour)
- 4 pairs of bonus blocks (yellow, white, grey & purple)
- 2 starting blocks (gold) - starting/finish line
- 10 dynamite tokens (red)
- 10 oil tokens (black)
- 1 Memo card
* "Crazy Steering Wheel" = special abilities card
Goal
The goal of the game is to be the first one to cross the finish line after completing the required number of laps.
Settings
- Place the 2 starting blocks. Between these blocks (the starting line), you must have enough room to position all players' karts. Set the race circuit boundaries using the objects available on the table.
- Position the bonus blocks by color pair on the circuit so that the karts can pass between them.
- Choose how many laps you'll make per turn.
- Each player receives 1 kart, 4 Action cards, 1 Fou Du Volant card & 1 Bonus card (all of the same colour).
- Players put their kart on the starting line & play begins.
The Game
Each turn in the game is divided into 3 phases:
- Each player puts one of their Action cards face down. The players who don't have any Action cards left must pass their turn.
- All players reveal their Action cards & they take turns playing, following the decreasing value of the cards (highest value starts). In case of a draw, the youngest player goes first.
- The played Action cards are discarded and a new turn starts at step 1.
Note: When ALL the players have no Action cards left, they take them back at the beginning of the next turn.
Actions During Step 2
Each Action card gives the number of action points that can be played. The player can use their action points to do any of the following actions - in any order (the unused actions at the end of the turn are lost).
- Move (1 action): The player makes a flick at the back of their own kart to make it move.
- Direction (1 action): The player puts their finger on their vehicle & orientates it as he/she wishes.
- Bonus Card (special ability): The first bonus card doesn't cost any action points. Each bonus card after the first costs one action.
- 4 Wheels (2 actions): When the kart is upside down, the player must use 2 actions to flip it upright. At the same time, they choose the direction that the kart is facing.
Bonus Cards
Each time a kart goes between 2 bonus blocks of the same color, or between the gold starting blocks, the player picks up 1 Bonus card.
Note: You can't have more than 3 Bonus cards in your hand. If a player picks a fourth one, he/she must immediately discard or play one.
- Oil Slick: The player puts a black oil token anywhere on the path their kart has just completed - or behind it if it didn't move.
- Dynamite: The player puts a red dynamite token anywhere around their kart.
- Missile: The missile flies straight from the front of the kart. The first kart on the trajectory is hit. The owner of the hit kart discards one of their Action cards.
- Guided Missile: The missile flies directly to the leading kart. The owner of the hit kart discards one of their Action cards.
Notes:
- If there's not enough oil or dynamite tokens left, the corresponding Bonus card cannot be played.
- If a player has no Action cards left & has to discard one, nothing happens.
Collisions and Others Misadventures
If a kart collides with an object, no harm occurs to the kart (unless it was oil or dynamite). HOUSE RULE: Lose 1 action point per block/kart/element hit.
- Oil Slick: The player's turn stops immediately & the kart is oriented in the reverse direction from the race. It stays where it stopped (not at the place of the oil slick). Discard the oil token.
- Dynamite: The player's turn stops immediately & the kart is flipped onto its roof. The kart stays where it stopped. Discard the dynamite token.
- A starting or bonus block: The block stays where is has been pushed (if needed, straight it up). This means that the spaces between blocks to get Bonus cards can change during the race.
- Any element of the track: The object stays where it has been pushed.
- Another kart: The opponent's kart stays where it has been pushed. If the pushed kart falls from the table, it is put at the table edge where it fell. No Action card is discarded.
Note: If the kart travels off the track defined at the beginning of the game (for example: when it falls off the table), the player must discard one Action card & their turn stops. The kart is replaced at the point it exited the track.
Races
Each player owns a Fou Du Volant card that is specific to their kart. On the card, there are 2 abilities. In addition to playing their actions, the player can use one of these 2 abilities at any time. After using it, the player discards the card as if it was an Action card. The player gets it back at the end of the turn when players get all their Action cards back.
Blue Kart:
- Reverse: Allows the player to flick at the front of their kart (1 action).
- Puncturing: The kart just in front of the blue kart has a flat tire & can't move this turn.
Red Kart:
- Double Boost: Allows the player to flick twice in a row (1 action).
- Mine Clearance Expert: Enables the kart to drive over dynamite without any consequences.
Black Kart:
- Mega Missile: When launching a guided missile, the player can choose the target.
- Traction: Enables the kart to drive over oil without any consequences.
Green Kart:
- Piloting: The player can modify the orientation of their kart after it moved, for free.
- Speed: Allows the player to move first, regardless of the value of their Action card.
Orange Kart:
- Centered Shot: The player can launch a missile in any direction.
- Pickpocket: The player steals a Bonus card from the player whose kart was just passed.
End of the Game
- A turn is completed every time the first kart crosses the starting line.
- When a kart completes the last lap of the race, the race stops. At this time, each kart's position gives the race ranking.
- HOUSE RULE 1: After the first kart crosses the finish line, each player gets to complete their final turn (assuming the winner wasn't the last player for that round). Each kart's position gives the race ranking.
- HOUSE RULE 2: After the first kart crosses the finish line, the remaining players continue to race until everyone has crossed the finish line. Final rankings are then calculated.
Advice
- Make a short race circuit. The more turns you have, the more interesting the dynamite and oil effects will be.
- For beginners, use a simple shape for the circuit, such as: O or 8.
- Put different elements on the track to act as obstacles that hamper the racers.
- Lean a card on top of something to make a jump.
- Narrow the circuit in some places. For example, between the box of the game & the edge of the table (some will surely fall off!).
- Create a championship. 1st place = 5 points, 2nd = 3 points, 3rd = 2 points, all others = 0 points. After 3 races, the player who has the highest score becomes the Grand Champion.