Schotten Rennen
Schotten Rennen Rulebook
Table of Contents
Table of Contents
Components
- 24 cards
- 12 risk markers
- 4 Scotsmen
- 4 Scotsman markers
- 2 regular dice
- 1 risk die
- 1 dice cup (box)
Preparation
Put the start and finish cards on the table so that you can fit twelve cards between them in a straight line. The remaining 22 cards show red or white arrows.
Put the ten cards with the red arrows back in the box. You'll need them for the pro race only. Shuffle the twelve cards with the white arrows and lay them out face-up between the start card and the finish card.
Scenario for Three Players
Each player takes one Scotsman and the corresponding Scotsman marker and puts them on the start card. In addition, take three risk markers each. Any Scotsmen and markers you don't need go back in the box. Get the three dice ready. The player who looks most like a Scotsman goes first. After that, take turns in a clockwise direction.
Playing the Game
Roll both regular dice
When it's your turn, roll both regular dice at the same time. The big red number on the card in front of your Scotsman tells you the minimum number of dots you have to roll.
Example: Barbara's Scotsman is in front of a number 7. She rolls a nine, so she has fulfilled the card's requirement.
Fulfilling the requirement
If you have rolled at least the number on the card, move your Scotsman on the card. Now, you have to choose whether to roll the dice again and move on to the next card, or whether to finish your turn here.
Example: Barbara decides to go on. The next card in front of her is a number 5. She rolls five dots exactly and moves on to the next card.
Securing your Scotsman
If you decide to finish your turn, place your Scotsman marker on the card your Scotsman is on in order to secure him.
Example: Barbara doesn't want to go on, because she thinks the 8 will be too hard to roll. She places her marker next to her Scotsman.
It's the next player's turn now. You can have several Scotsmen or Scotsman markers on any one card, including the start card.
Failing to fulfil the requirement
If you haven't rolled the required number of dots on the next card, you have to move your Scotsman back to the card where your Scotsman marker is (or stay there, if you're already on that card). If the Scotsman marker is still on the start card, you will have to start over with three risk markers on your next turn. For now, it's the next player's turn.
Using the risk die
However, you still have a chance if you can't reach the required number with the two regular dice: Return one of your risk markers to a pile in the middle of the table and use the risk die. This can be very helpful if you think you might reach the required number of dots if you add the risk die. Add the number you have rolled on the risk die to the dots you have already rolled. If you roll the green face, you have passed in any case, if you roll the red face, you have failed.
Example: Marlene's Scotsman is in front of a number 7. She has only rolled a 6, so she returns one of her risk markers and rolls the risk die. The green face comes up, so she automatically fulfils the requirement and is allowed to move her Scotsman on to the next card.
You can only use the risk die once per card. If you want to, however, you can use it more than once in a single turn. Each player can only have three risk markers at any time.
Cards number 10 and 11
These very difficult cards have additional rules:
- You can overcome these cards with any doublet you roll! If you use the risk die to overcome numbers 10 and 11, you can't roll a doublet.
- If your Scotsman stands on a number 10 or 11 and you choose not to secure him but move on right away, you get back one of your risk markers if you make the next card, as a reward for your courage. Of course, this rule is invalid if you still have all your three risk markers.
Example: Uwe rolls a pair of 4s and passes the card number 11. He decides to continue and rolls a 1 and a 3. Bad luck! He uses one of his risk markers and rolls a 4 on the risk die, which helps him reach the required 7. Because he hasn't secured his Scotsman on the number 11 card, he gets one risk marker back. Now, he secures his Scotsman on the number 7 card.
Withdrawing voluntarily
At the start of your turn, before you roll the dice, you can choose to put your Scotsman and Scotsman marker back on the start card. You get to start over with all three risk markers on your next turn.
Catch–up race
If you're the only player in last place at the start of your turn, and you fulfil the requirements of five consecutive cards in one turn, you are allowed to move your Scotsman marker on the card your Scotsman is on and continue rolling the dice.
The End of the Game
The player whose Scotsman reaches the finish card first wins the race. If you want, you can continue to see who comes second, third and fourth.
Note: If your Scotsman marker is still on the start card, you are not permitted to move to the finish card.
The Pro Race
For the pro race, you will need the additional cards with the red arrows. Remove the cards number 6 (once), 7 (twice) and 8 (once) from the basic game and put them aside. Select four cards with red arrows at random and shuffle them into the rest of the deck. Lay them out as before and start the game.
If you want, you can select the four new cards specifically. Have fun creating different decks to play with! All rules for the pro race are the same as for the basic game, plus these additional special attributes of the new cards:
- When it's your turn, you choose another player to set the requirement for you by rolling the two regular dice. In order to be able to move onto the card, you have to roll higher than your opponent's roll. Set a new requirement each time a player reaches this card.
The requirement for this card is determined by the placement of the Scotsman markers. The marker closest to the finish card is in first place. If it's yours, you have to roll at least 8. Two or more markers closest to the finish card both count as being in first place. A marker is in third place (i.e. the player has to roll at least 6) if two markers are in front of it, even if they share a card. If all markers are on the same card, they are all in first place.
The number 4 is added to the number of your risk markers. If you don't have any, you have to roll 4 or higher, if you have three risk markers left, you have to roll at least 7.
These cards have the numbers 7 and 8. However, if a Scotsman marker is on them, they have values of 8 and 5 respectively.
The following five cards allow the players to choose whether they want to try for the bigger red number or the smaller yellow number as a requirement. If you forget to announce your choice, the assumption will be that you chose the red number.
- If you choose the red 6 and fail to roll at least 6, you have to move your Scotsman back to the card two steps behind the position of your Scotsman marker (but not over the start card). Put your marker there, as well.
- If you choose the higher number and succeed (doublets don't count in this case), you can move your Scotsman to a card one, two or three steps further down the line. The cards you jump over are irrelevant.
- If you select the higher 9 and succeed, you get back one of your risk markers. Note: Each player can only have three risk markers at any time.