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Mole Racing

Mole Racing Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Distributing Fuel Tokens
  • Playing the Game
    • Moving
    • Grabbing your car
    • Crashing
    • Positioning your car
    • In a tight position
    • Crash Tokens
    • Fuel Tokens
    • When another player is moving
  • Advanced Play
    • Picking up Fuel Tokens
    • Respawning Fuel Tokens
  • Winning
  • Grand Prix
  • Tracks
    • Rookie Raceway
    • Tin Can Twister
    • Scrapheap Scramble
    • Bathtub Blitz
    • Junkyard Jumble
    • Rattletrap Rally
    • M.O.L.O. (Moles Only Live Once)

Components

  • 6 Race Cars
  • 6 Masks
  • 6 Crash Tokens
  • 14 Fuel Tokens
  • 10 Short Barriers
  • 38 Long Barriers
  • 2 Start/Finish Area Barriers

Setup

Build a track in the center of the table using the long and short barriers. The barriers are placed end to end, with their ends just touching each other.

You can build any kind of track you want or use one of the track suggestions found in these rules.

The Start/Finish Area is marked by a checkered black and white pattern on two of the barriers. These should be placed opposite each other to form the Start/Finish Area.

Each player chooses a car and a mask. Each car has a corresponding mask with the same color on the back of the mask and on the border of the front of the mask.

All cars are placed in the Start/Finish Area next to each other. The player who most recently did any kind of racing is the starting player. Turn order is clockwise around the table from there.

Distributing Fuel Tokens

GamePlayer #1Player #2Player #3Player #4Player #5Player #6
2-player game33
3-player game233
4-player game2233
5-player game12

Playing the Game

Moving

On your turn: grab your car, put on your mask (or just close your eyes) and slide your car along the track until you either decide to stop or you crash into a barrier or another car.

All non-active players must keep a close eye on the active player, making sure no crashes occur.

Grabbing your car

You are allowed to grab your car in any way you like. Using one or more fingers to move your car is completely up to you.

Crashing

The other players keep an eye on your move and call out "CRASH!" if you touch a barrier or another car.

Touching a barrier or another car always counts as a crash. This includes contact with your car, fingers, or clothing.

If a crash occurs during your turn, stop moving immediately.

Return any displaced barriers and other cars to their previous positions, place your car where the crash occurred, and take a Crash Token.

Positioning your car

When you stop, your car should be aligned with the direction of the track.

If it is misaligned and makes it more difficult for other cars to pass, another player may gently rotate it in place to align it with the track.

In a tight position

If you cannot begin your turn without touching a barrier or another car, you may move your car slightly away from the obstacle, but only far enough to begin your move without touching it.

Crash Tokens

If you have a Crash Token at the start of your turn, return it and skip that turn.

Fuel Tokens

A Fuel Token can be used in one of two ways:

  • If you end your turn without crashing, you may spend 1 Fuel Token to make one additional move immediately.
  • When you would receive a Crash Token, you may instead spend 1 Fuel Token to avoid receiving the Crash Token.

You can never spend more than 1 Fuel Token during a turn.

When another player is moving

It is important to remain completely silent. Non-active players must not confuse the active player by making misleading sounds or giving false reactions.

If a player incorrectly calls out "CRASH!", they must take a Crash Token as a penalty.

Advanced Play

Picking up Fuel Tokens

Some advanced Track Maps include Fuel Tokens placed on optional, more challenging routes.

This gives players a choice between taking the safer route or accepting a greater risk of crashing to collect an additional Fuel Token.

If your car touches a Fuel Token, the other players shout "FUEL!"

You immediately stop moving and collect the Fuel Token. This does not count as a crash, and you do not receive a Crash Token.

Your turn ends and your car remains on the Fuel Token spot unless you spend 1 Fuel Token to make an additional move.

As usual, you may only do so if you have not already spent a Fuel Token during this turn.

Touching a barrier or another car always counts as a crash, even if you push a Fuel Token into a barrier or another car.

In this case, you still collect the Fuel Token. You also receive a Crash Token unless you spend a Fuel Token to avoid receiving it.

Respawning Fuel Tokens

When your car leaves the spot, a new Fuel Token is immediately placed on the corresponding spot indicated on the Track Map.

If no unused Fuel Tokens are available in the game, the spot remains empty until a Fuel Token is spent.

The spent Fuel Token is then immediately placed on the empty spot.

If more than one Fuel Token spot is empty, place the token on the spot that has been empty the longest.

Winning

To win the game, you must be the first to complete 2 laps.

The player whose car first enters the Start/Finish Area for the second time is the winner of the game. Crashing in the Start/Finish Area when completing your second lap still counts as a victory.

The winning player's car is removed from the game, and the remaining players continue racing to determine the other finishing positions.

Grand Prix

A Grand Prix consists of an agreed number of races, each played on a different track.

After each race, players score points based on their finishing position:

Finishing positionPoints
1st place8 points
2nd place6 points
3rd place4 points
4th place3 points
5th place2 points
6th place1 point

Before each new race, set up the game as described under Setup.

However, the turn order is determined by the standings, with the player who has the fewest points going first.

If two or more players are tied on points, they take their turns in reverse order of their finishing positions in the previous race.

After the agreed number of races, the player with the most points wins the Grand Prix.

Tracks

The following Track Maps show seven suggested tracks of varying difficulty. Start with one of the easier tracks while learning the game, then move on to the advanced tracks when you are ready for tighter turns, optional routes, and Fuel Tokens on the track.

Build the tracks as shown, or use them as inspiration to create your own. Make your track as twisty, tricky, and wild as you like, but make sure there is a clear route all the way around.

As a rule of thumb, leave about one Long Barrier's length (15 cm) between the barriers on opposite sides of the track.

You may narrow the track to create tricky choke points, but these passages should usually be no narrower than the length of one Short Barrier (7.5 cm).

Check that the cars can fit through every turn and passage.

Once the barriers are in place, your track is ready for racing!

Rookie Raceway

Difficulty: CRUISE. 2 Start/Finish barriers, 17 long barriers.

Tin Can Twister

Difficulty: BRUISE. 2 Start/Finish barriers, 26 long barriers.

Scrapheap Scramble

Difficulty: CRASH. 2 Start/Finish barriers, 22 long barriers, 3 short barriers, 1 Fuel Token.

Bathtub Blitz

Difficulty: CRUISE. 2 Start/Finish barriers, 18 long barriers, 2 short barriers.

Junkyard Jumble

Difficulty: BRUISE. 2 Start/Finish barriers, 29 long barriers.

Rattletrap Rally

Difficulty: CRASH. 2 Start/Finish barriers, 30 long barriers, 5 short barriers, 1 Fuel Token.

M.O.L.O. (Moles Only Live Once)

Difficulty: MAYHEM. 2 Start/Finish barriers, 36 long barriers, 2 short barriers, 2 Fuel Tokens.

The printed Track Maps are diagrams; their layouts are not reproduced in text here. Each map's barrier counts and Fuel Token spots are listed above as printed.

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6-player game112233