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Koala Kart

Koala Kart Rulebook

Table of Contents

Table of Contents

  • Game Summary
  • What's in the Box
  • How to Play
    • Get Ready ... Set ...
    • GO! GO! GO!
  • Feeling Lucky?
    • Board Symbols and Surprise Cards
  • Leaving Cards Behind
  • The Champion
  • Happy Racing

Game Summary

Koala Kart lets you race your opponents on two adventurous tracks. You'll encounter obstacles along the way, but you can also give your rivals a hard time. The first one to complete 3 full laps is the winner of the race, but anything can happen along the way. Ready...set...GO GO GO!

What's in the Box

  • 6 Koalas in karts (Joyjoy, Lisa, Tiny, Pawpaw, Trish, Austin)
  • 1 Game board, 2 tracks
  • 6 Koala boards
  • 50 Surprise cards
  • 15 Finish cards
  • 2 Dice

How to Play

Get Ready ... Set ...

  • Place the board in the middle of the players, shuffle the surprise cards, and place them on the square next to the finish cards.
  • Choose a koala and place it on the start space, then place the matching koala board in front of you. Each player must do the same.
  • Take 2 surprise cards and place them on your koala board for everyone to see.
  • Decide who goes first by taking turns to throw both dice, the player who throws the highest number is the winner.

GO! GO! GO!

  • Throw both dice to start your turn and see how far you may drive. Threw 'STOP'? Sorry, you do not get to drive at all! Good to know: multiple drivers are allowed to be on one space.
  • Take a finish card and surprise card after each full drive around the track. Place them on your koala board for everyone to see. Good to know: while driving in the opposite direction you must return a finish card each time round, unless you have run out. Surprise cards do not have to be returned.
  • Surprise cards collected before your current turn can be used at any time during your turn (even multiple). Surprise cards that are used should immediately go to a central discard pile next to the board. During your turn you can also trade 1 card with someone (in agreement), this opens up a lot of opportunities!
  • Learn about all the surprise cards and board symbols on the next pages, they are crucial to your success!

Feeling Lucky?

While you drive along the track, you will encounter all sorts of things that can help or sabotage your race. A little bit of luck can make all the difference!

Board Symbols and Surprise Cards

Surprise Bingo! You get a surprise card if you stop on this question mark. Place your card on your koala board for everyone to see. If you already have 3 surprise cards, you will have to discard or use one first before taking a new one.

Backwards Ouch, stopping here means you will be driving in the wrong direction on your next turn (one turn). All the same rules apply so hopefully you do not land on a turbo! You will find this symbol on the board and as a card you can leave behind.

Hearts The hearts card allows you to choose an opponent who is up to 7 spaces away from you and move straight to the same space for some koala-ty time!

Blow dart Shoot at the tyres of an opponent who is up to 7 spaces away from you (both directions allowed) to make them skip their next turn.

Turbo The turbo provides one additional dice throw (with both dice) to super-charge your speed round the board. When a driver stops on the turbo space, they must roll again (even when going in the wrong direction).

Fishing Rod Having a hard time catching up? The fishing rod is your friend! It allows you to reel someone back to your position. Choose an opponent who is up to 7 spaces ahead of you.

Fence Leave this card behind to sabotage your opponents. Whoever runs into the fence must stop immediately.

Thorns Leave this card behind to sabotage your opponents. Whoever hits the thorns stops immediately and also has to skip their next turn to change tyres.

Ramp Jump over a broken bridge or any space without counting it! Great for taking a shortcut or avoiding obstacles that are in your way. This card gives you a lot of opportunities, use it wisely!

Leaving Cards Behind

  • Thorns, fences and 180 turns need to be placed on the game board.
  • You are allowed to leave a card on any space you have driven on in the same turn.
  • Symbols on the game board should be ignored when a card is placed on top of them.
  • When a driver is affected by a card, the card is immediately added to the discard pile.

The Champion

The first driver to collect 3 finish cards is the race winner! Of course, you can do as many races as you want, so feel free to create your own championship.

Happy Racing