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Race for the Chinese Zodiac

Race for the Chinese Zodiac Rulebook

Table of Contents

Table of Contents

  • An Ancient Chinese Folk Story: The Great Race
  • Game Overview and Goal
  • Co-designers' Recommendation
  • Game Components
  • Wheel Setup
  • Game Setup
  • Game Icons
  • Before the First Round
  • Game Sequence
  • 1) Play Action and Energy Cards
  • 2) Spend Karma Token(s), If Required
  • 3) Resolve Actions
    • "Cheat" Action
    • "Help" Action
    • "Run" Action
    • "Rest" Action
    • "Cooperate" Action
    • "Walk" Action
    • "Repeat" Action
    • "Strategise" Action
    • "Strategise" Action and Last Energy Card
    • "Strategise" Action and Crossing the River
    • Sections and Icons on Outer Wheel
    • Hand Size Limits of Energy Cards and Karma Tokens
  • 4) Turn Inner Wheel Clockwise by One Space
  • Game End
  • Chinese Zodiac Animal Sign Special Abilities
    • Rat
    • Ox
    • Tiger
    • Rabbit
    • Dragon
    • Snake
    • Horse
    • Goat
    • Monkey
    • Rooster
    • Dog
    • Pig
  • Tips for Players
  • Game Trivia
  • Your Chinese Zodiac Animal Sign

An Ancient Chinese Folk Story: The Great Race

There are many versions of the story about the Great Race and how the Chinese Zodiac came to be. The following is probably the most commonly told version:

Legend has it that a long time ago, mankind was ignorant, to the extent of not knowing how to count or tell apart the years. The ever-benevolent Jade Emperor wanted to help mankind out. From there, the idea of a 12-year cycle and naming each year of the cycle after an animal was born.

But how should the Jade Emperor choose 12 animals from among so many animals in the living world, while remaining impartial? To resolve this equitably, the Jade Emperor decided to hold a race involving all animals on his birthday. The first 12 animals to cross the river and reach the Heavenly Palace will have a year named after them, in the order of how they finished the race. The race became known as The Great Race and the 12-year cycle was named the Chinese Zodiac.

News of the Great Race soon reached every corner of the animal kingdom. Every animal harboured ambitions of making it into the final 12. Among them were the closest of friends, the Rat and the Cat. Unfortunately for them, both were small in stature and also did not know how to swim. After a brainstorming session, they decided to seek the help of the mild-mannered Ox, actually a water buffalo and therefore a strong swimmer, of carrying them across the fast-flowing river. The ever-affable Ox acceded to their request.

On the night before the race, the Cat reminded the Rat to wake it up in the morning, so that they may participate in the race together. Early morning on the Jade Emperor's birthday, the Rat was already wide-awake and pestering the groggy Cat to wake up. Tried as it might, the Cat remained unmoved. The Ox was fixated on achieving number one in the race and urged the Rat to forget about the Cat and get moving. So off they went.

As expected, the Ox was a very strong swimmer and made it across the river at a steady and brisk pace. Sprinting towards the finishing line, the honest Ox had clean forgotten about the Rat on its back. In fact, the adaptable Rat had spotted the opportunity and climbed quietly onto the Ox's head. At the moment as the Ox was about to cross the finishing line, the Rat took a great leap off the Ox's forehead and stole first place. The hapless Ox could only settle for second.

Shortly after the Ox, the confident Tiger, still drenched from the swim, leapt across the finishing line to claim third. It was not as strong a swimmer as the Ox and struggled slightly with the strong currents of the river. It nonetheless made it across on its own power.

Next came the Rabbit, as it bounded across the finishing line for fourth. When asked by Jade Emperor how it managed such a great feat, the tactful Rabbit explained it employed the strategy of hopping from rock to rock. Halfway across, the alert Rabbit spotted a floating log drifting by and grabbed onto it for its dear life. The log drifted fortuitously and speedily towards the opposite bank and that was how the Rabbit completed the race.

Just as the Rabbit completed its story, the powerful Dragon descended from the skies to claim fifth. The Jade Emperor was naturally perplexed as to how the Dragon, which can soar through the skies, not finished the race first. The Dragon explained that it had to complete its duty of bringing rain to the people before embarking on the race. As it was flying across the river, the magnanimous Dragon spotted the Rabbit struggling with a log and did the good deed of blowing it to the opposite bank. The Jade Emperor was most pleased with the Dragon's acts of kindness.

After a short wait, galloping and neighing could be heard. The dynamic Horse came into view and was making a beeline for the finishing line. Unbeknownst to the Horse, the Snake was coiled around one of its hooves. Just as the Horse was about to make for the finishing line, the intuitive Snake uncoiled and launched itself in front of the Horse. This caused the Horse to rear and fall back in fright, while the Snake slithered calmly across the finishing line to claim sixth. The zealous Horse, after recovering, could only make seventh.

Next came a rowdy trio, made up of the Goat, Monkey and Rooster. The observant Rooster had spotted a wooden raft along the river bank and pointed it out to its friends, the Goat and Monkey. The amicable Goat followed the quick-witted Monkey to clear the reeds around raft and all three climbed aboard. With the Rooster providing directions, the Goat and Monkey rowed the raft across the river. The Jade Emperor approved of their teamwork and named the Goat eighth, the Monkey ninth and the Rooster tenth.

The next arrival was the Dog. It scampered over the finishing line and was relieved to find it had made it into the 12. The loyal Dog admitted to being a good swimmer but had played along shallows of the river bank for a little too long. Upon realising the time, it swam across with all its might to find itself finishing eleventh.

It was late in the day before the last to make it into the 12 arrived. It turned out to be the Pig. Partway through the race, the generous Pig had indulged itself in a sizable snack and an after-meal nap. Nonetheless, the Pig was pleasantly surprised to find itself in the top 12 and in the Chinese Zodiac.

Just as the Jade Emperor declared the final results and a close to the day's proceedings, the careless Cat huffed its way across the finishing line. It immediately enquired about the position it finished in. The Jade Emperor shook his head gravely and informed the Cat that it was too late and had not made it into the top 12. Extremely angered by the result, the Cat turned on the Rat with its sharp claws, accusing it of not waking the Cat up for the race, as promised. The Rat immediately scurried away to save its own life.

As a result of this little drama, though the Rat made it into first place in the Chinese Zodiac, it would spend most of its time hiding from the Cat, in dark holes or ceiling beams, and fearing the Cat's vengeance.

Game Overview and Goal

Race for the Chinese Zodiac is played over a number of rounds. Players play an action and an energy card simultaneously. The player that played the highest energy card for a particular action gains the right to take that action.

These actions allow players to gain movements on the race track or to gain resources in the form of karma tokens and energy cards. The quanta of these benefits are based on a revolving wheel and therefore change every round. Players also gain movements for resolving the same action as other players, but with higher energy.

The winner is the player who reaches the Finish space first.

Throughout this rulebook, you will see solid-lined boxes. These boxes contain rules that are applicable for different player counts. (In this transcription they are introduced by the player count, e.g. "In a 3-player game".)

Throughout this rulebook, you will see dotted-lined boxes. These boxes contain examples.

Co-designers' Recommendation

The two co-designers recommend playing the 4-player variant before moving on to the 5-player variant and finally the 3-player variant.

Game Components

  • This 20-page rulebook
  • 1 race track board
  • 1 set of screws (male/female)
  • 1 outer wheel
  • 1 inner wheel
  • 1 large hexagon wheel piece
  • 1 small hexagon wheel piece
  • 6 inner wheel pieces
  • 12 animal sign tokens
  • 14 animal sign cards
    • Rat, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Goat, Monkey, Rooster, Dog, Pig (3 players), Pig (4 players), Pig (5 players)
  • 52 action cards
    • 5 x 1 "Cheat"
    • 4 x 2 "Help" (3 and 4 players), 5 x 2 "Help" (5 players)
    • 5 x 3 "Run"
    • 4 x 4 "Rest" (3 and 4 players), 5 x 4 "Rest" (5 players)
    • 5 x 5 "Cooperate"
    • 5 x 6 "Walk"
    • 5 x 7 "Repeat"
    • 4 x 8 "Strategise" (3 and 4 players), 5 x 8 "Strategise" (5 players)
  • 85 energy cards
    • 30 x 1 energy, 15 x 2 energy, 10 x 3 energy, 10 x 4 energy, 15 x 5 energy, 5 x 6 energy
  • 40 karma tokens
  • 5 player aids

The 1 energy cards and karma tokens are non-exhaustive. If either of these runs out during the game, player can use their own cards or tokens as a temporary replacement.

Refer to page 4 of the rulebook for a pictorial representation of the game components.

Wheel Setup

Place the small hexagon piece, inner wheel and large hexagon wheel piece, in that order, on top and in the centre of the appropriate side of the outer wheel. Align the holes of these components and fasten them together using the screws provided.

Game Setup

Place the race track board face up on a flat surface. Select the side of the outer wheel for the corresponding number of players. The number of players for each side of the outer wheel is indicated at the centre of both sides of the outer wheel.

Place the small hexagon piece, inner wheel and large hexagon wheel piece, in that order, on top and in the centre of the outer wheel. Align the holes of these components and fasten them together using the screws provided.

Place the combined wheel face up and next to the race track board.

In a 3-player game, slot the "Cheat", "Help", "Run", "Rest" and "Cooperate" inner wheel pieces, in random order onto the inner wheel. The "Walk" inner wheel piece is excluded.

In a 4-player or 5-player game, slot all 6 inner wheel pieces in random order onto the inner wheel.

Each player selects an animal sign token and collects the corresponding animal sign card. Place all players' animal sign tokens on the "Start" space of the race track board.

Note: There are three animal sign cards for the Pig. If playing with the Pig, pick out the Pig animal sign card with the corresponding number of players indicated on the right side of the card. All other animal signs have only one animal sign card, applicable for all player counts.

In a 3-player game, each player collects a set of 7 action cards, namely 1 "Cheat", 2 "Help", 3 "Run", 4 "Rest", 5 "Cooperate", 7 "Repeat" and 8 "Strategise". 6 "Walk" is excluded.

In a 4-player or 5-player game, each player collects a set of 8 action cards, namely 1 "Cheat", 2 "Help", 3 "Run", 4 "Rest", 5 "Cooperate", 6 "Walk", 7 "Repeat" and 8 "Strategise".

Each player also collects 2 1 energy, 2 2 energy and 1 3 energy cards.

In a 3-player game, if playing with the Rat, the Rat player collects an additional 3 karma tokens and 1 3 energy card.

Setups for 3, 4 and 5 players are shown pictorially on pages 6, 7 and 8 of the rulebook: the 3-player game uses the 3-4 player wheel excluding the "Walk" piece and the 3-4 player action cards excluding "6 Walk"; the 4-player game uses the 3-4 player wheel including the "Walk" piece and the 3-4 player action cards including "6 Walk"; the 5-player game uses the 5 player wheel including the "Walk" piece and the 5 player action cards including "6 Walk".

Game Icons

  • Action: the action icon (an "A" in a triangle). Cheat, Help, Run, Rest, Cooperate, Walk, Repeat and Strategise each have their own icon.
  • Energy: the energy icon (an "E" in a heart). Energy Range (from # to #) and Energy Range (greater or equal to #) are shown as hearts with "#-#" and "≥#". 1 Energy through 6 Energy are hearts with the corresponding number.
  • Karma Token: the knot icon.
  • Movement: the footprints icon.
  • River: the wavy-lines icon.
  • Number of players resolving the action: the figure icon.
  • Exchange of energy cards: the double-arrow icon.
  • Exchange 2 karma tokens for 3 movements: the round coin-like icon.

Before the First Round

Before the first round of play, carry out the following:

In a 3-player game, all players select one action card from those numbered 1 to 5 (1 "Cheat", 2 "Help", 3 "Run", 4 "Rest", 5 "Cooperate") and place it face down.

In a 4-player or 5-player game, all players select one action card from those numbered 1 to 6 (1 "Cheat", 2 "Help", 3 "Run", 4 "Rest", 5 "Cooperate", 6 "Walk") and place it face down.

Once ready, all players uncover their faced down action cards. Players then gain karma tokens based on the following table:

Action Card Number3 Players4 Players5 Players
1st (largest card number)345
2nd234
3rd123
4th-12
5th (smallest card number)--1

If there is a tie, all of the tied players gain the number of karma tokens for the lower placing.

After collecting the karma tokens, carry out the following:

In a 3-player game,

  • all players that played 5 "Cooperate" give 1 karma token to every player that played 1 "Cheat",
  • all players that played 4 "Rest" give 1 karma token to every player that played 2 "Help", and
  • all players that played 3 "Run" do not give to or receive karma tokens from other players.

In a 4-player or 5-player game,

  • all players that played 6 "Walk" give 1 karma token to every player that played 1 "Cheat",
  • all players that played 5 "Cooperate" give 1 karma token to every player that played 2 "Help", and
  • all players that played 4 "Rest" give 1 karma token to every player that played 3 "Run".

Example: In a 3-player game, players A, B and C played action cards numbered 1, 3, and 5 respectively. Player C is first and receives 3 karma tokens. Player B is second and receives 2 karma tokens. Player A is third and receives 1 karma token. Player C then gives 1 karma token to player A.

Example: In a 4-player game, players A, B, C and D played action cards numbered 4, 3, 5 and 4 respectively. Player C is first and receives 4 karma tokens. As players A and D (2 players) are tied second, the lower placing is therefore third and players A and D each receives 2 karma tokens. Player B is fourth and receives 1 karma token. Players A and D then gives 1 karma token each to player B.

Example: In a 5-player game, players A, B, C, D and E played action cards numbered 6, 2, 2, 2 and 5 respectively. Player A is first and receives 5 karma tokens. Player E is second and receives 4 karma tokens. As players B, C and D (3 players) are tied third, the lower placing is therefore fifth and players B, C and D each receives 1 karma token. Player E then gives 1 karma token to each of players B, C and D.

After completing all of the above, each player leaves his/her uncovered action card in front of him/her. This completes the setup and the first round of play begins.

Game Sequence

Each round consists of four parts, occurring sequentially:

  1. Play action and energy cards.
  2. Spend karma token(s), if required.
  3. Resolve actions.
  4. Turn inner wheel clockwise by one space.

1) Play Action and Energy Cards

At the start of a round, all players simultaneously choose an action card and an energy card from their hand and place both cards face down.

If a player does not have any action cards in his play area, he may only play one of the 1 "Cheat", 2 "Help", 3 "Run", 4 "Rest", 5 "Cooperate", 6 "Walk" or 8 "Strategise" action cards, with an energy card. He may not play the 7 "Repeat" action card. The 7 "Repeat" action card may only be played when there is at least one other played action card in the player's play area.

All players then uncover their faced down action and energy cards. Tuck the energy card under the action card, so that only the energy number is visible. Place the action and energy cards on the right side of the last played action card, if any.

Note: At the start of the game, there will not be an energy card tucked under the last played action card, as that was played without an energy card to determine the number of karma tokens for each player at the start of the game.

Example: Play of action and energy cards. In a 4-player game, players A, B, C and D played the following action and energy cards:

PlayerAction CardEnergy Card
A6 "Walk"3
B3 "Run"2
C1 "Cheat"1
D6 "Walk"2

(The same example is continued under "3) Resolve Actions" below.)

2) Spend Karma Token(s), If Required

If a player played an action card which number is lower than his last played action card, then he needs to

  • Spend 1 karma token (return to the general supply) if the current action card number is 1 lower than the previous action card, or
  • Spend 2 karma tokens (return to the general supply) if the current action card number is at least 2 lower than the previous action card.

If a player forgot the above during action card and energy card play and does not have the karma token(s) to spend, then all players replay the current round.

3) Resolve Actions

The "Cheat", "Run", "Cooperate" and "Walk" actions are known collectively as movement actions. With movement actions, the general rule is the player that played the highest energy card, individual or joint highest depending on which action, gains movement on the race track based on the outer wheel.

The "Help", "Rest" and "Strategise" actions are known collectively as non-movement actions. With non-movement actions, the general rule is all players that attempted to take the action will be able to take the action, with the player that played the individual highest, or individual or joint highest energy card, depending on the players count, gaining an extra benefit.

Take note that the "Repeat" action is resolved together with the action it is repeating (see also subsection: "Repeat" Action).

Resolve the actions in the following order:

In a 3-player game, resolve "Cheat", "Help", "Run", "Rest", "Cooperate" and finally "Strategise".

In a 4-player or 5-player game, resolve "Cheat", "Help", "Run", "Rest", "Cooperate", "Walk" and finally "Strategise".

If more than one player resolves the same action, the player furthest ahead on the race track resolves the action first. If there is still a tie, the oldest player resolves the action first (the Chinese believes in respecting the elderly).

For the "Cheat", "Help", "Run", "Rest", "Cooperate" and "Walk" actions, sum up the total energy played by all players for that action. Look up the corresponding action and total energy played on the inner wheel. Note the corresponding space on the outer wheel.

Example: In a 4-player game, players A, B, C and D played the following action and energy cards: A: 6 "Walk" with 3 energy; B: 3 "Run" with 2 energy; C: 1 "Cheat" with 1 energy; D: 6 "Walk" with 2 energy.

When resolving "Cheat", the total energy played by all players for "Cheat" is 1. The corresponding space on the wheel is therefore "3".

When resolving "Run", the total energy played by all players for "Run" is 2. The corresponding space on the wheel is therefore "4".

When resolving "Walk", the total energy played by all players for "Walk" is 5. The corresponding space on the wheel is therefore "2".

The following are the benefits or penalties that players receive for each action:

"Cheat" Action

The player that played the individual highest (not joint highest) energy card for the "Cheat" action gains movement on the race track equal to the benefit shown on the corresponding space on the outer wheel.

Player(s) that did not play the individual highest energy card for the "Cheat" action loses 1 movement on the race track, with the "Start" space the furthest back a player can move.

For each player that attempted to take the "Cheat" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

Note: When there is any doubt in resolving "Cheat", particularly when one of the affected players is at the "Start" space, resolve it in the order listed above, i.e. first gain movement based on the wheel, then lose 1 movement, if any, and finally gain movement for play of higher energy card, if any.

"Help" Action

All players that attempted to take the "Help" action gain the number of karma tokens equal to the benefit shown on the corresponding space on the outer wheel.

In a 3-player or 4-player game, the player that played the individual highest (not joint highest) energy card for the "Help" action gains 1 1 energy card.

In a 5-player game, the player(s) that played the individual highest or joint highest energy card for the "Help" action gains 1 1 energy card.

For each player that attempted to take the "Help" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Run" Action

The player that played the individual highest (not joint highest) energy card for the "Run" action gains movement on the race track equal to the benefit shown on the corresponding space on the outer wheel.

Player(s) that did not play the individual highest energy card for the "Run" action gains 1 movement on the race track.

For each player that attempted to take the "Run" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Rest" Action

All players that attempted to take the "Rest" action gain the number of 1 energy cards equal to the benefit shown on the corresponding space on the outer wheel.

In a 3-player or 4-player game, the player that played the individual highest (not joint highest) energy card for the "Rest" action gains 1 karma token.

In a 5-player game, the player(s) that played the individual highest or joint highest energy card for the "Rest" action gains 1 karma token.

For each player that attempted to take the "Rest" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Cooperate" Action

The player(s) that played the individual or joint highest energy card for the "Cooperate" action gains movement on the race track equal to the benefit shown on the corresponding space on the outer wheel.

Player(s) that did not play the individual or joint highest energy card for the "Cooperate" action gains/loses no movements.

For each player that attempted to take the "Cooperate" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Walk" Action

Note: The "Walk" action is excluded from the 3-player game.

The player that played the individual highest (not joint highest) energy card for the "Walk" action gains movement on the race track equal to the benefit shown on the corresponding space on the outer wheel.

Player(s) that did not play the individual highest energy card for the "Walk" action gains/loses no movements.

For each player that attempted to take the "Walk" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Repeat" Action

For player(s) that attempted to take the "Repeat" action, treat the action as the same as that of the action card played by the same player in the previous round. The "Repeat" action is therefore resolved together with the corresponding action card that it is repeating. Refer to the rules for the other actions above when resolving the "Repeat" action.

The 7 "Repeat" action card's number remains as 7 for all purposes.

Example: Suppose a player had played action card 3 "Run" in the previous round. The same player plays action card 7 "Repeat" this round. The action card 7 "Repeat"'s action is treated as the action "Run" and is resolved together with "Run".

If the player plays action card 5 "Cooperate" in the following round, then 2 karma tokens need to be spent. This is because the current action card number, 5, is at least 2 lower than that of the previous action card, 7.

"Strategise" Action

All players that attempted to take the "Strategise" action collects all previously played action cards together with the energy cards tucked under them, except for the leftmost action card, back into his hand. If there is an energy card tucked under the leftmost action card, it is also left there. The action card 8 "Strategise" and corresponding played energy card are then also returned to the player's hand.

In a 3-player or 4-player game, the player that played the individual highest (not joint highest) energy card for the "Strategise" action also collects back the leftmost action card with the energy card tucked under it, if any, back into his hand.

In a 5-player game, the player(s) that played the individual highest or joint highest energy card for the "Strategise" action also collects back the leftmost action card with the energy card tucked under it, if any, back into his hand.

For each player that attempted to take the "Strategise" action, count the number of other players who also attempted to do so, but with a lower energy card.

In a 3-player game, the aforementioned player gains the number of movements on the race track equal to 2 times this number.

In a 4-player or 5-player game, the aforementioned player gains the number of movements on the race track equal to this number.

"Strategise" Action and Last Energy Card

When a player has only one energy card left in hand at the start of a round, he must play the action card 8 "Strategise" with it in that round. If a player forgets and plays his last energy card in hand with another action card, then all players replay the current round.

Players may request to inspect other players' card backs at any time during the game. This may give an indication of what a player may be playing, particularly if he has only one energy card left, i.e. he has to play action card 8 "Strategise".

"Strategise" Action and Crossing the River

The second half of the race track is a river that the players have to cross to reach the "Finish" space. The river spaces on the race track are indicated by the river icon. (The board shows "Return 1 energy card after playing Strategise in river" above the river spaces.)

The following applies when a player is in the river and attempts to take the "Strategise" action in a round.

After resolving the "Strategise" action, applying the player's special ability, if any, and gaining of bonus movements, if any, the player has to return 1 energy card of his choice from his hand to the general supply. If the player's special ability and/or bonus movements cause a player to move from the land section into the river section of the race track, then 1 energy card has to be returned to the general supply.

Players that played the action card 8 "Strategise" while in the river has the option of not returning 1 energy card to the general supply as well as collecting back the leftmost action card, if any, and the energy card tucked under it, if any. Players taking this option lose 8 movements on the race track.

Sections and Icons on Outer Wheel

There are three spaces for the 3 and 4-player side of the outer wheel and four spaces for the 5-player side of the outer wheel showing two sections. The top sections of these spaces are coloured green and apply to movement actions only. The bottom sections of these spaces are coloured yellow and apply to non-movement actions only.

A number of icons can also be found on the outer wheel. Their interpretations are as follows:

IconInterpretation
0, 1, 2, 3, 4For movement actions, i.e. "Cheat", "Run", "Cooperate" and "Walk", the player gains the corresponding number of movements on the race track. For "Help", the player gains the corresponding number of karma tokens. For "Rest", the player gains the corresponding number of 1 energy cards.
Number of players resolving the action (figure icon)The number of players that are resolving that particular action during the round. For movement actions, i.e. "Cheat", "Run", "Cooperate" and "Walk", the player gains the corresponding number of movements on the race track. For "Help", the player gains the corresponding number of karma tokens. For "Rest", the player gains the corresponding number of 1 energy cards.
Exchange of energy cards (double-arrow icon)The player may carry out one exchange of energy cards with the general supply. The player may either exchange a few lower energy cards from his hand for 1 higher energy card or exchange 1 higher energy card from his hand for a few lower energy cards. The total energy given up from his hand must be more than or equal to the energy received from the general supply. Any extra energy returned to the general supply is lost.
Exchange 2 karma tokens for 3 movements (coin-like icon)The player may exchange 2 karma tokens for 3 movements on the race track board.

Example: Suppose a player does not have any 1 energy cards on hand and wants to exchange up to a 5 energy card. He returns 1 2 energy and 1 4 energy card to the general supply and receives 1 5 energy card. The extra 1 energy returned to the general supply is lost.

A player must have at least 1 3 energy or 1 4 energy card, played or in hand, in order to exchange for a 4 energy card. The 3 energy card need not be part of the exchange for a 4 energy card.

A player must have at least 1 4 energy or 1 5 energy card, played or in hand, in order to exchange for a 5 energy card. The 4 energy card need not be part of the exchange for a 5 energy card.

A player must have at least 1 5 energy card, played or in hand, in order to exchange for a 6 energy card. The 5 energy card need not be part of the exchange for a 6 energy card.

Each player may have at most 1 6 energy card. There are no limits on the number of other numbered energy cards a player may have, subject to their availability and the hand size limit of 12 on the total number of energy cards (see also next subsection: Hand Size Limits of Energy Cards and Karma Tokens).

Example: Suppose during a 4-player game, both the Monkey and Rabbit players played 6 "Walk", with 4 energy and 2 energy cards respectively. During resolution of "Walk", the total energy played corresponds to the "Walk, >=3" section. Suppose further that the corresponding space on the outer wheel is "(number of players icon) + (exchange of energy cards icon)".

The Monkey player therefore gets to take the action. He gains 3 movements (2 movements for the number of players icon, 1 movement for out-bidding 1 other player on the same action) and may carry out an energy exchange. The Monkey player also activates his special ability to gain 1 1 energy card, subject to the hand size limit of 12 energy cards. He may choose to gain the 1 1 energy card before using it as part of a number of energy cards to carry out the energy exchange.

Hand Size Limits of Energy Cards and Karma Tokens

There is a hand size limit of 12 energy cards for all players. This includes any energy cards already played and are tucked under action cards.

At any time during the game, if a player reaches this hand size limit, then the player may not gain any more energy cards. If the player carries out an exchange of energy cards in a future round and falls back below the hand size limit, then the player may start gaining energy cards again. However, any energy cards not gained in previous turns due to reaching the hand size limit then are lost.

There is also a hand size limit of 8 karma tokens for all players.

At any time during the game, if a player reaches this hand size limit, then the player may not gain any more karma tokens. Any karma tokens not gained in previous turns due to reaching the hand size limit are lost.

Animal Sign Special Abilities

Each animal sign possesses a special ability, as set out on the corresponding animal sign card. The special ability grants the animal sign certain advantages during the race.

Apply the special ability when the conditions set out on the corresponding animal sign card are met during the game. If the application of a special ability takes place during "Resolve Actions", then the player decides on the order of the resolution of action and application of special ability. As such, if karma tokens or energy cards are gained during part of an action's resolution, these may be used as part of the application of a special ability. Similarly, if karma tokens or energy cards are gained during application of a special ability, these may be used as part of an action's resolution.

The 12 special abilities and detailed explanations of them are covered at the end of this rulebook.

Example: Suppose during a 5-player game, the Rooster has 1 karma token, and the Rooster and Rat players played 3 "Run" with 6 energy and 5 energy cards respectively. During resolution of "Run", the total energy played corresponds to the "Run, >=5" section. Suppose further that the corresponding space on the outer wheel is "2 + (exchange 2 karma tokens for 3 movements icon)".

The Rooster player therefore gets to take the action. The Rooster player also activates his special ability to gain 1 karma token. He may choose to activate his special ability to gain 1 karma token before using it as part of the spending of 2 karma tokens to gain 6 movements (5 movements for "2 + (exchange icon)", 1 movement for out-bidding 1 other player on the same action).

Note: The spending of karma token(s) for playing a smaller numbered action card occurs before the resolution of all of the action cards. This implies that a player may not use a karma token earned from his special ability during the resolution of the action cards to spend on playing a smaller numbered action card.

4) Turn Inner Wheel Clockwise by One Space

After all actions are resolved, all players leave their respective played action cards with energy cards tucked under them, on the right side of the last played action card, if any. The only exception to this is the "Strategise" action, as action and energy cards are collected back into the player's hand instead (see also subsection: "Strategise" Action).

Next, turn the inner wheel one space clockwise. This marks the end of the current round and a new round begins.

Game End

The game ends at the end of the round in which at least one player reaches the "Finish" space on the race track. If more than one player reaches the "Finish" space, the player that played the smallest numbered action card in the final round of the game wins. If there is still a tie, the player with the most karma tokens win. If there is still a tie, the oldest player wins (the Chinese believes in respecting the elderly).

Note: As mentioned, the 7 "Repeat" action card's number remains as 7 for all purposes. This includes the tiebreaker of the smallest action card.

Chinese Zodiac Animal Sign Special Abilities

Each of the 12 Chinese zodiac animal signs has a special ability. These are listed below, together with some clarifications.

Rat

You start the race with 1 additional 3 energy card and 3 additional karma tokens. If you complete the race joint first with other animals, you ignore all tiebreakers and win.

  • The Rat player therefore starts the game with 2 1 energy, 2 2 energy and 2 3 energy cards, and 3 karma tokens in addition to the karma tokens received before the first round.

Character traits of the Rat: adaptable, opportunistic, perceptive, curious, dexterous, instinctive; timid, short-sighted, vain

Ox

When you exchange up for a 4 energy card, you gain 1 additional movement. When you exchange up for a 5 energy or 6 energy card, you gain 2 additional movements.

  • The Ox player does not gain anything when exchanging down from a higher energy card to a few lower energy cards.

Character traits of the Ox: honest, perseverant, diligent, responsible, prudent, upright; stubborn, reserved, inflexible

Tiger

When you exchange up for a higher energy card, you spend 1 fewer energy. When you decide not to carry out an energy exchange, you gain 1 movement.

  • The Tiger player returns a total of 1/2/3/4/5 energy to the general supply for a 2 / 3 / 4 / 5 / 6 energy card.

Character traits of the Tiger: confident, vigourous, ambitious, authoritative, frank, strong-willed; insensitive, unpredictable, egoistic

Rabbit

When you play a lower numbered action card, you spend 1 fewer karma token.

  • When the Rabbit player plays an action card which number is 1 lower than his last played action card, he does not need to spend any karma tokens.
  • When the Rabbit player plays an action card which number is at least 2 lower than his last played action card, he only needs to spend 1 karma token (return to the general supply).

Character traits of the Rabbit: tactful, sensitive, friendly, creative, alert, lucky; hesitant, melancholic, amorous

Dragon

When you gain karma tokens, you gain 1 additional karma token. During an energy exchange, you may use up to 1 karma token in place of 2 energy.

  • In a 3-player or 4-player game, for 4 "Rest" action card, the Dragon player only gains the additional karma token if he played the individual highest energy card with the 4 "Rest" action card.
  • In a 5-player game, for 4 "Rest" action card, the Dragon player only gains the additional karma token if he played the individual or joint highest energy card with the 4 "Rest" action card.
  • The Dragon player may use 1 karma in place of 2 energy only once during an energy exchange.
  • The Dragon player may exchange a few lower energy cards and 1 karma for 1 higher energy card or exchange of 1 higher energy card and 1 karma for a few lower energy cards.

Character traits of the Dragon: powerful, tenacious, magnanimous, enterprising, decisive, enthusiastic; aloof, quick-tempered, tactless

Snake

When you play a lower numbered action card, you gain additional movements equal to the number of karma tokens you spent.

  • When the Snake player plays an action card which number is 1 lower than his last played action card, he gains 1 additional movement.
  • When the Snake player plays an action card which number is at least 2 lower than his last played action card, he gains 2 additional movements.
  • When the Snake player plays a lower numbered action card than his last played action card, regardless of the energy card played with the action card, he gains the additional movement(s).
  • If the Snake player plays 1 "Cheat" action card in the current round, after playing a higher numbered action card in the previous round, he spends karma tokens and gains the additional movement(s) first before resolving the "Cheat" action. If the Snake player loses out on the "Cheat" action, he then loses 1 movement during the action resolution. The spending of karma and gaining of additional movement(s) takes place before the action resolution.

Character traits of the Snake: intelligent, mysterious, intuitive, calm, elegant, determined; materialistic, suspicious, scheming

Horse

When you resolve the same action with at least one other player and you have played a larger energy card, you gain 1 additional movement. At the end of a round, you may lose up to 1 movement to gain 1 1 energy card and 1 karma token.

  • The Horse player may use his special ability of losing 1 movement only once per round and only at the end of a round, i.e. after turning the inner wheel clockwise by one space.
  • The Horse player may not use his special ability of losing 1 movement if he is on the Start space.
  • The Horse player gains at most 1 movement per round from his special ability.

Character traits of the Horse: dynamic, charismatic, animated, gregarious, independent, zealous; self-centred, extravagant, impulsive

Goat

When you resolve the same action with at least one other player, you may carry out an energy exchange, subject to a maximum of 1 energy exchange per round.

  • When the Goat player resolves the same action with at least one other player, regardless of the energy card played with the action card, he may carry out an energy exchange.

Character traits of the Goat: amicable, gentle, dependable, polite, compassionate, frugal; pessimistic, short-sighted, weak-willed

Monkey

When you resolve the same action with at least one other player, you gain 1 1 energy card.

  • When the Monkey player resolves the same action with at least one other player, regardless of the energy card played with the action card, he gains 1 1 energy card.
  • The Monkey player gains at most 1 1 energy card per round from his special ability, subject to the hand size limit of 12 energy cards.

Character traits of the Monkey: quick-witted, sociable, inquisitive, cheerful, self-assured, versatile; mischievous, restless, impatient

Rooster

When you resolve the same action with at least one other player, you gain 1 karma token.

  • When the Rooster player resolves the same action with at least one other player, regardless of the energy card played with the action card, he gains 1 karma token.
  • The Rooster player gains at most 1 karma per round from his special ability, subject to the hand size limit of 8 karma tokens.

Character traits of the Rooster: observant, organised, hardworking, attractive, stylish, social; boastful, pompous, critical

Dog

When you resolve "Strategise" on land, you gain 1 1 energy card. When you resolve "Strategise" in the river, you gain 1 additional movement and do not need to discard an energy card.

  • The Dog player receives the 1 additional movement for resolving "Strategise" only when he is in the river.
  • If the Dog player gains movement(s) for playing a larger energy card than other player(s) when resolving "Strategise" and this causes the Dog player to move from land into the river, then he may activate his special ability after moving into the river to gain the 1 additional movement. For activating his special ability while in the river, the Dog player does not gain 1 1 energy card but does not need to discard an energy card for resolving "Strategise".

Character traits of the Dog: loyal, trustworthy, sincere, upright, conscientious, valiant; narrow-minded, irrational, dependent

Pig

3 players: When you resolve the individual lowest numbered action card among all players, you gain 1 1 energy card or 1 karma token.

4 players: When you resolve the individual highest or lowest numbered action card among all players, you gain 1 1 energy card or 1 karma token.

5 players: When you resolve the individual highest or lowest numbered action card among all players, you gain 1 1 energy card or 1 karma token or 1 additional movement.

  • In a 3-player game, if the Pig player resolves the same lowest numbered action card with at least one other player, then the Pig player does not receive the 1 energy card or 1 karma benefit.
  • In a 4-player game, if the Pig player resolves the same highest or lowest numbered action card as another player, then the Pig player does not receive the 1 energy card or 1 karma benefit.
  • In a 5-player game, if the Pig player resolves the same highest or lowest numbered action card as another player, then the Pig player does not receive the 1 energy card or 1 karma or 1 movement benefit.
  • In a 3-player or 4-player game, the Pig player gains at most 1 1 energy card or 1 karma per round from his special ability, subject to the hand size limit of 12 energy cards and 8 karma tokens.
  • In a 5-player game, the Pig player gains at most 1 1 energy card or 1 karma or 1 movement per round from his special ability, subject to the hand size limit of 12 energy cards and 8 karma tokens.
  • As mentioned, the 7 "Repeat" action card's number remains as 7 for all purposes. This includes the comparison of highest or lowest numbered action card for the Pig.

Character traits of the Pig: generous, merciful, optimistic, cordial, contented, composed; gullible, sluggish, passive

Tips for Players

Playing a high-numbered action card as the first action card carries the risk that you may be unable to collect all action and energy cards back when playing 8 "Strategise" in a later round. This may lead to tougher future rounds, especially if you do not have karma tokens on hand.

Playing a high energy card, especially a 6 energy card, with the first action card carries the risk that you may be unable to collect all action and energy cards back when playing 8 "Strategise" in a later round. This will lead to the loss of use of that high energy card for at least a few rounds.

As the inner wheel turns one space clockwise per round, plan ahead to the next round when deciding on what action and energy cards to play in the current round.

Observe all other players' previously played action and energy cards, and number of karma tokens in their supply when deciding what action and energy cards to play in the current round. This may reveal potential opportunities that you can take advantage of and threats that you need to be wary of.

Take note or ask for other players' number of unplayed energy cards. If a player is down to the last unplayed energy card, it implies the action card to be played by that player must be 8 "Strategise".

Try to maintain at least 2 karma tokens in your supply, so that you can take advantage of opportunities that arise during the game.

Exchanging to higher energy cards is important, especially for the second half of the game. Ignoring this aspect of the game may lead to you losing movements to other players consistently once they exchange up to higher energy cards than you.

Keep track of the energy cards that other players have exchanged up to. If they have higher energy card(s) than you, be careful with your choice of action card or you may lose movements to the other player(s).

Each action is spread between 2 energy ranges on the inner wheel, which correspond to different benefits on the outer wheel. If aiming for the benefit on the lower energy range, be aware that it may be pushed to the higher energy range by other players attempting to take the same action.

Take note of benefits on the outer wheel that contain the number-of-players icon. Such benefits can result in huge movements for the winner of the action if multiple players attempt to take that same action.

Game Trivia

The 5 Elements or 五行 is a Taoist concept used to explain many natural phenomena. Examples include the four directions (including the centre), our five senses, our facial features etc. The five elements are Water, Fire, Metal, Wood and Earth respectively.

These can be arranged in a generative cycle and a destructive cycle. The generative cycle has Wood feeding Fire, Fire creating Earth, Earth bearing Metal, Metal collecting Water, and Water nourishing Wood. The destructive cycle has Wood separating Earth, Earth restricting Water, Water quenching Fire, Fire melting Metal, and Metal felling Wood.

The 5 Elements is also associated with the Chinese Zodiac, with each animal sign associated naturally with an element, as follows:

Animal SignRatOxTigerRabbitDragonSnake
ElementWaterEarthWoodWoodEarthFire
Animal SignHorseGoatMonkeyRoosterDogPig
ElementFireEarthMetalMetalEarthWater

More interestingly and somewhat confusingly, each year of the Chinese Zodiac is associated with every element. Combining the 12 animal signs and 5 elements results in a 60-year cycle. Each animal sign features 5 times in the 60-year cycle at 12-yearly intervals, but under a different element each time.

The colours associated with the 5 Elements are blue (and black) for Water, red (or orange) for Fire, white (or silver) for Metal, green for Wood and brown (or yellow) for Earth. The background colours chosen for the 12 animal sign cards are chosen to reflect the colour associated with the animal sign's element.

Yin Yang or 陰陽 is another Taoist concept used to explain many natural phenomena. It describes how seemingly opposite forces may complement each other in the natural world. Examples include the day and night, the two sexes, light and darkness etc. The Yin Yang concept is represented by the circular taichi or 太极 symbol.

Yin Yang is also associated with the Chinese Zodiac, with every two adjacent animal signs forming a pair, as follows:

Animal SignRatOxTigerRabbitDragonSnake
Yin YangYangYinYangYinYangYin
Animal SignHorseGoatMonkeyRoosterDogPig
Yin YangYangYinYangYinYangYin

The animals featured on the 12 animal sign cards are illustrated such that each pair's bodies are broadly facing each other in a hint at their respective Yin Yang pairings.

Your Chinese Zodiac Animal Sign

Yin Yang, Element and Animal SignLunar Year Dates
Yang Wood Rat5th Feb 1924 – 23rd Jan 1925, 2nd Feb 1984 – 19th Feb 1985
Yin Wood Ox24th Jan 1925 – 12th Feb 1926, 20th Feb 1985 – 8th Feb 1986
Yang Fire Tiger13th Feb 1926 – Feb 01 1927, 9th Feb 1986 – 28th Jan 1987
Yin Fire Rabbit2nd Feb 1927 – 22nd Jan 1928, 29th Jan 1987 – 16th Feb 1988
Yang Earth Dragon23rd Jan 1928 – 9th Feb 1929, 17th Feb 1988 – 5th Feb 1989
Yin Earth Snake10th Feb 1929 – 29th Jan 1930, 6th Feb 1989 – 26th Jan 1990
Yang Metal Horse30th Jan 1930 – 16th Feb 1931, 27th Jan 1990 – 14th Feb 1991
Yin Metal Goat17th Feb 1931 – 5th Feb 1932, 15th Feb 1991 – 3rd Feb 1992
Yang Water Monkey6th Feb 1932 – 25th Jan 1933, 4th Feb 1992 – 22nd Jan 1993
Yin Water Rooster
  • Animal Sign Special Abilities
  • 26th Jan 1933 – 13th Feb 1934, 23rd Jan 1993 – 9th Feb 1994
    Yang Wood Dog14th Feb 1934 – 3rd Feb 1935, 10th Feb 1994 – 30th Jan 1995
    Yin Wood Pig4th Feb 1935 – 23rd Jan 1936, 31st Jan 1995 – 18th Feb 1996
    Yang Fire Rat24th Jan 1936 – 10th Feb 1937, 19th Feb 1996 – 6th Feb 1997
    Yin Fire Ox11th Feb 1937 – 30th Jan 1938, 7th Feb 1997 – 27th Jan 1998
    Yang Earth Tiger31st Jan 1938 – 18th Feb 1939, 28th Jan 1998 – 15th Feb 1999
    Yin Earth Rabbit19th Feb 1939 – 7th Feb 1940, 16th Feb 1999 – 4th Feb 2000
    Yang Metal Dragon8th Feb 1940 – 26th Jan 1941, 5th Feb 2000 – 23rd Jan 2001
    Yin Metal Snake27th Jan 1941 – 14th Feb 1942, 24th Jan 2001 – 11th Feb 2002
    Yang Water Horse15th Feb 1942 – 4th Feb 1943, 12th Feb 2002 – 31st Jan 2003
    Yin Water Goat5th Feb 1943 – 24th Jan 1944, 1st Feb 2003 – 21st Jan 2004
    Yang Wood Monkey25th Jan 1944 – 12th Feb 1945, 22nd Jan 2004 – 8th Feb 2005
    Yin Wood Rooster13th Feb 1945 – 1st Feb 1946, 9th Feb 2005 – 28th Jan 2006
    Yang Fire Dog2nd Feb 1946 – 21st Jan 1947, 29th Jan 2006 – 17th Feb 2007
    Yin Fire Pig22nd Jan 1947 – 9th Feb 1948, 18th Feb 2007 – 6th Feb 2008
    Yang Earth Rat10th Feb 1948 – 28th Jan 1949, 7th Feb 2008 – 25th Jan 2009
    Yin Earth Ox29th Jan 1949 – 16th Feb 1950, 26th Jan 2009 – 13th Feb 2010
    Yang Metal Tiger17th Feb 1950 – Feb 05 1951, 14th Feb 2010 – 2nd Feb 2011
    Yin Metal Rabbit6th Feb 1951 – 26th Jan 1952, 3rd Feb 2011 – 22nd Jan 2012
    Yang Water Dragon27th Jan 1952 – 13th Feb 1953, 23rd Jan 2012 – 9th Feb 2013
    Yin Water Snake14th Feb 1953 – 2nd Feb 1954, 10th Feb 2013 – 30th Jan 2014
    Yang Wood Horse3rd Feb 1954 – 23rd Jan 1955, 31st Jan 2014 – 18th Feb 2015
    Yin Wood Goat24th Jan 1955 – 11th Feb 1956, 19th Feb 2015 – 7th Feb 2016
    Yang Fire Monkey12th Feb 1956 – 30th Jan 1957, 8th Feb 2016 – 27th Jan 2017
    Yin Fire Rooster31st Jan 1957 – 17th Feb 1958, 28th Jan 2017 – 15th Feb 2018
    Yang Earth Dog18th Feb 1958 – 7th Feb 1959, 16th Feb 2018 – 4th Feb 2019
    Yin Earth Pig8th Feb 1959 – 27th Jan 1960, 5th Feb 2019 – 24th Jan 2020
    Yang Metal Rat28th Jan 1960 – 14th Feb 1961, 25th Jan 2020 – 11th Feb 2021
    Yin Metal Ox15th Feb 1961 – 4th Feb 1962, 12th Feb 2021 – 31st Jan 2022
    Yang Water Tiger5th Feb 1962 – 24th Jan 1963, 1st Feb 2022 – 21st Jan 2023
    Yin Water Rabbit25th Jan 1963 – 12th Feb 1964, 22nd Jan 2023 – 9th Feb 2024
    Yang Wood Dragon13th Feb 1964 – 1st Feb 1965, 10th Feb 2024 – 28th Jan 2025
    Yin Wood Snake2nd Feb 1965 – 20th Jan 1966, 29th Jan 2025 – 16th Feb 2026
    Yang Fire Horse21st Jan 1966 – 8th Feb 1967, 17th Feb 2026 – 5th Feb 2027
    Yin Fire Goat9th Feb 1967 – 29th Jan 1968, 6th Feb 2027 – 25th Jan 2028
    Yang Earth Monkey30th Jan 1968 – 16th Feb 1969, 26th Jan 2028 – 12th Feb 2029
    Yin Earth Rooster17th Feb 1969 – 5th Feb 1970, 13th Feb 2029 – 2nd Feb 2030
    Yang Metal Dog6th Feb 1970 – 26th Jan 1971, 3rd Feb 2030 – 22nd Jan 2031
    Yin Metal Pig27th Jan 1971 – 14th Feb 1972, 23rd Jan 2031 – 10th Feb 2032
    Yang Water Rat15th Feb 1972 – 2nd Feb 1973, 11th Feb 2032 – 30th Jan 2033
    Yin Water Ox3rd Feb 1973 – 22nd Jan 1974, 31st Jan 2033 – 18th Feb 2034
    Yang Wood Tiger23rd Jan 1974 – Feb 10 1975, 19th Feb 2034 – 7th Feb 2035
    Yin Wood Rabbit11th Feb 1975 – 30th Jan 1976, 8th Feb 2035 – 27th Jan 2036
    Yang Fire Dragon31st Jan 1976 – 17th Feb 1977, 28th Jan 2036 – 14th Feb 2037
    Yin Fire Snake18th Feb 1977 – 6th Feb 1978, 15th Feb 2037 – 3rd Feb 2038
    Yang Earth Horse7th Feb 1978 – 27th Jan 1979, 4th Feb 2038 – 23rd Jan 2039
    Yin Earth Goat28th Jan 1979 – 15th Feb 1980, 24th Jan 2039 – 11th Feb 2040
    Yang Metal Monkey16th Feb 1980 – 4th Feb 1981, 12th Feb 2040 – 31st Jan 2041
    Yin Metal Rooster5th Feb 1981 – 24th Jan 1982, 1st Feb 2041 – 21st Jan 2042
    Yang Water Dog25th Jan 1982 – 12th Feb 1983, 22nd Jan 2042 – 9th Feb 2043
    Yin Water Pig13th Feb 1983 – 1st Feb 1984, 10th Feb 2043 – 29th Jan 2044