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Monza: 20th Anniversary

Monza: 20th Anniversary Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • How to Play
    • Example: A Turn
  • End of the Game
  • Professional Racers Variant
    • Game Setup
    • Additional Game Rules: Extra-roll and Accelerator Tiles
    • Turbo Roll
    • Example: Turbo Roll
  • Bonus Move Game Variant

Contents

4 racing cars, 6 colored dice, 1 double-sided board, 33 cardboard tiles (24 accelerator tiles in 6 colors, 4 extra-roll tiles, 4 trophy tiles, 1 starting player tile), 1 rulebook.

First, decide which track you want to play on. For beginning racers or a faster game, we recommend the oval track. The rules for this track are explained in the first section of the rulebook. The rules for the longer track are explained in the Professional Racers Variant mentioned later in this rulebook.

Game Setup

  • Place the game board and the 6 colored dice in the middle of the table, within easy reach of everyone.
  • Each player chooses a racing car and places it on the large white space (starting line). If there are fewer than four players, return the extra cars to the tin.
  • Place the same number of trophies as there are players next to the game board.
  • The youngest player goes first. They receive the starting player tile.
  • Return the remaining tiles to the tin unless you're playing the Professional Racers Variant.

How to Play

Play moves in clockwise direction. The player with the starting player tile goes first. On your turn, roll all six dice together.

Tip: It is easiest to roll the dice with both hands.

Compare the colors rolled on the dice with the colored spaces that are in front of your car.

Can you find a color match between what you rolled and the spaces in front of your car? What about multiple matches in a row?

Think about the route you want to move along on the track. For each space that you want to move onto, place the die that matches the color of that space onto it. Remember, you can only move onto spaces that touch the space you are on. When you are done planning, move your race car along the path you made with the dice.

You must follow these rules:

  • Your car must always move forward.
  • You can only move onto spaces that touch the space your car (or dice) is on.
  • You can only change lanes if the front edge of the neighboring space is ahead of the space your car (or dice) is on.

Note: From the starting line, you can move onto any of the neighboring spaces.

  • The gray spaces with a tire on them are blocked spaces. You are not allowed to enter them.
  • You are allowed to pass cars that are in your way. Place the dice on the same space as the car you plan to pass. If your move ends on an occupied space, the car already there is moved back to the next empty space in the same lane. Watch out: It cannot be moved back onto a blocked space or a space with a car already on it. It has to be moved back further to the next free space in the lane.

Tip: With a little luck and a clever combination of the dice, you can advance by as many as 6 spaces.

If you can no longer place dice because you have used them all, or there are no more matching spaces, move your car to the last space you placed a die. Note: sometimes you might be unable to use any of the six dice you have rolled, and your car stays where it is. Either way, that is the end of your turn. Carefully collect all of the dice for the next player to take their turn.

Example: A Turn

It's Bernd's turn, who is driving the red race car. He rolls the colors blue, yellow, purple, purple, white and red. First, he places the white die in front of his car, then he changes lanes and places a purple die on the space occupied by Fritz's car. Now he places the yellow die and blue die on the matching free spaces. Finally, he places the purple die on the space occupied by Karin's car. He still has one red die remaining but is unable to use it.

Because Bernd has finished his move on Karin's space, their car is moved back to the next unoccupied space on the track. The first space behind their car is a blocked space and the one behind that is already occupied by Sandra's car. Karin's green car is therefore moved back three positions, i.e. to the unoccupied blue space.

End of the Game

The game end is triggered as soon as the first car crosses the finish line, returning to the starting line. Finish the current round so that all players have had the same number of turns. During this final round, make sure you remember how many dice you use.

Tip: Instead of remembering how many dice you used, you can take an accelerator tile showing that number from the tin.

At the end of the final round, if only one player has crossed the finish line, they win the game. If more than one car has crossed the finish line, the player who used the least dice during the final round wins. If there is a tie, the tied players share the win.

As a reward, the winner(s) can take a trophy token. Until the next race, they are the reigning champions of Monza!

Professional Racers Variant

For this game variant, you should use the side of the board showing the longer track. You race on this track, and play the game, in a clockwise direction.

The rules of the basic game remain the same, with the following additions:

Game Setup

At the start of the game, each player also receives: 1 extra-roll tile and a set of 6 different-colored accelerator tiles.

Additional Game Rules: Extra-roll and Accelerator Tiles

You can use any number of tiles on your turn.

Use your extra-roll tile after you roll the dice, but before you place any dice on the board. It gives you one chance to re-roll as many of your dice as you wish. Once used, return the tile to the tin.

The accelerator tiles come in 6 different colors. You can use them on your turn just like a die of the matching color, placing them on the board in the same way. At the end of your turn, return any tiles you used to the tin.

Turbo Roll

If you manage to use all 6 dice on your turn, you earn a Turbo Roll:

Note: The number of accelerator tiles used does not matter. You only gain a Turbo Roll if you were able to use all of the dice.

First, move your car to the space on which you placed your last die or accelerator tile. Then remove all of the dice and accelerator tiles from the board and roll 2 of the dice. If you find a color match in front of your car that uses one or both of the dice, you are allowed to move your car according to the movement rules. Then, your turn is over.

Important: Check to see if your car stops on an occupied space only after you have completed your Turbo Roll.

Example: Turbo Roll

Bernd rolls the colors blue, blue, green, purple, purple and white. But to get past the space directly ahead of him, he needs red. Because he has no red accelerator tile, Bernd decides to use his extra-roll tile and re-rolls one purple and one blue die. These two dice come up as red and blue, which enables Bernd to reach the white space. Because Bernd also wants to qualify for a Turbo Roll, he places his purple accelerator tile on the purple space, which allows him to place the sixth die on the blue space after it.

Now that he has placed all 6 dice, he can do a Turbo Roll with 2 dice. Bernd places his car on the blue space and throws 2 dice again. The result is yellow and purple. The yellow die allows him to move his car forward by one car onto the long yellow space in the middle lane.

Bonus Move Game Variant

You can use this additional rule in both the basic game and the Professional Racers Variant.

At the end of each turn, the player whose car shows the color of the dice or accelerator tile last used is allowed to move their car forward by one space, providing the space is unoccupied. This includes changing lanes into a neighboring unoccupied space.

Important: Wait for any Turbo Roll before claiming a bonus move!

Example: Bernd is driving the red car. He has rolled two reds, three yellows and a green. He can use them for his move in this order: red, yellow, red, green. Bernd cannot use the two remaining yellow dice. The last color in this sequence is green, i.e. his car ended on a green space. This allows Karin to move their green car one space forward.