Phantom Rallye
Phantom Rallye Rulebook
Table of Contents
Table of Contents
Object of the Game
Repair the ghost train so that the ghosts continue to turn and the ears can move forward again.
Contents
- 1 game board
- 1 insert
- 32 posts
- 12 gear wheels
- 4 gear wheels with knobs
- 3 ghosts
- 4 playing pieces
- 16 construction plan cards
- 1 symbol die
Preparation
- Carefully punch out all the parts from the boards.
- Insert the posts from underneath up into the openings of the corresponding coloured rings.
- Place all the gear wheels, the 3 ghosts, the die and the playing figures beside the box.
- Place the game insert into the box bottom and lay the game board over it.
- Each of you chooses a playing piece and places it in the direction of the arrow on the starting space on the rim of the box.
- Shuffle the construction plan cards well and place them in a stack face down beside the box.
Let's Play
Turn over the top construction plan card. It shows where to place the four purple gear wheels on the board. You can orient yourselves by the pictured layout you see on the board. Place the ghosts onto three of these gear wheels as indicated on the card. The purple gear wheel onto which you do not place a ghost will become the turning gear wheel for this round.
The youngest player starts.
On Your Turn
On your turn, roll the die and do as follows:
- If you threw a gear wheel: you take a gear wheel of the corresponding colour and place it onto any of the posts of that same colour, e.g. a red wheel onto a red post.
- If there are no longer any gear wheels beside the board of the colour you rolled: move a gear wheel on the board of that colour to another post of the same colour.
You may keep rolling the die until you get a turning arrow or a bat.
- If you roll the turning arrow: try to get the phantom rallye started. You turn the purple gear wheel. For each ghost that turns, you may move your playing piece one space further along in the direction of the goal. If no ghost turns yet, then nothing happens and it's the next player's turn.
- If you roll the bat: your turn is over and the player to your left takes a turn.
Finished Construction?
You have put in a gear wheel and think you've repaired the rallye so that all the ghosts will turn? If so, then you may turn the purple gear wheel immediately without having to first roll the die.
All 3 Ghosts Turn!
Super! You may now move your playing piece four spaces further towards the goal. You get three spaces for the three ghosts that turn and one space for the fact that you've repaired the rallye. Then it's the next player's turn.
Not All 3 Ghosts Are Turning?
Then you're out of luck and can't move your playing piece. It's the next player's turn.
How the Playing Pieces Move Forward With Their Phantom Rallye Ears
When a player achieves points, he may move his playing piece along the box rim by the same number of spaces in the direction of the goal. More than one playing piece can be on the same space.
A Round Has Ended
as soon as the rallye is repaired and all the ghosts are turning. Now remove all the gear wheels and ghosts from the game board and place them beside the box.
And You're Off Again!
Take the next construction card from the stack and place the four purple gear wheels and the ghosts on the game board as indicated on the card. Now the player to the left of the player who won the last round starts.
The Winner of the Game
is the first player to make it around the whole rim of the box with his playing piece and reach the goal.