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Shuffle Grand Prix

Shuffle Grand Prix Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Drivers
    • Abilities
  • Distance
  • Trophies
  • Setup
    • Post-Setup
  • Play
  • Spin-Out
  • Winning
  • FAQs

Components

  • 8 Drivers, each with 12 Ability cards
  • 50 Distance cards: 16 x 25 (Snail), 12 x 50 (Dog), 12 x 75 (Horse), 10 x 100 (Cheetah)
  • 4 Reference cards
  • 4 Tire Health cards
  • 8 Turn Tracker cards
  • 16 Trophies

Objective

Shuffle Grand Prix is an endurance race. You are competing to gain the highest number of distance points by the end of the race. The race is over when all distance cards have been claimed.

Drivers

To go about collecting distance cards, you're going to select a driver and a co-pilot, along with their corresponding ability cards of the same color. Each driver card includes symbols that indicate the total number of each type of card in their ability deck.

Each driver has a specialty that is active as long as that driver is also active. Your co-pilot is inactive until your driver is spun out. You'll still get to use the co-pilot's ability cards while they are inactive, but not their specialty until they become the driver.

Abilities

Driver abilities come in different types, as indicated by the icon on the top left corner of the card.

  • ACTION – Play on your turn and follow what it says on the card.
  • EQUIP – This card has no effect until equipped to your car.
  • TRAP – This card's effect is conditional on a specific trigger. You're not immune to your own traps!
  • NERF – This card acts like equipment that you place on another player's car.
  • ANYTIME – These cards can be played at any time. You can use them to cancel out the effects of other cards.

Distance

During the game, you'll be collecting distance cards and placing them in front of your car. The distance cards line up on top of each other so you can visually compare how far you've traveled against competitors. Your most recently acquired distance card goes on top of the stack and is referred to as your "top distance card."

Example: a stack of distance cards showing 25, 100, 75 and 50 (top distance card) totals 250. A second stack of 25, 25, 50 and 75 totals 175.

Trophies

A trophy is collected whenever you reduce another player's tire health to zero and force that player to spin out.

Setup

  1. Give each player a tire health card, a reference card, and two turn trackers.

  2. Shuffle the distance deck and deal one card to each player. The highest value card will go first.

  3. Moving clockwise, each player will select their first driver (take the driver plus their ability deck). The last player will select their second driver immediately and then selection will move counterclockwise.

  4. Each player will set up their car with a driver on top of the tire health card and the co-pilot underneath both. Each player starts with 4 tire health.

    Slide your driver to show your tire health: Full Health; Take 1 Damage; …and Another; Barely Hanging On…; Spin-Out.

  5. Each player will take the ability cards corresponding to both of their drivers and shuffle them together. Draw three cards to make up your hand, and place the remaining cards face down next to your driver. This is your draw pile.

  6. Reshuffle the distance deck and place it in the center face down. Place all trophies in the center as well.

Post-Setup

The post-setup diagram shows the distance cards laid out in a row, a car with two slots for equipment, and a discard area. Every car has two slots for equipment.

Play

Throughout the game, you will always have three cards in your hand. If you play a card during your turn, draw a card. If you play an anytime action, draw a card. If you steal a card from another player resulting in four cards in your hand, discard down to three.

Players will each take turns moving clockwise. Each turn has four phases:

  1. Draw a distance card and place it in front of your car to track your distance.
  2. Rotate a turn tracker if you have any ability cards with a turn symbol active.
  3. Play an ability card:
    • Play an action, nerf, or trap from your hand.
    • Play an equip card to an empty slot on your car. Remember only two equip slots can be activated at any time.
    • Take a pit stop. Swap an equipped card with one in your hand, but discard your top distance card.
    • Discard a card from your hand and draw one from your ability deck.
    • Just pass.
  4. Spend trophies:
    • One trophy will allow you to swap your driver with your co-pilot.
    • Two trophies will allow you to play an extra ability card.

Spin-Out

Many actions that players take during their turn can deal damage to other players' tire health. If the damage reduces a player's tire health to zero, that driver has spun out! A few things occur when this happens:

  1. Any equips on their car are discarded.
  2. All cards in their hand are discarded.
  3. All nerfs played against them are discarded back to the player who played them.
  4. Their top distance card is discarded.
  5. The driver and co-pilot will swap places.
  6. The player becomes immune to all actions until their next turn begins.

The player dealing the final blow will earn a trophy. If multiple players caused the spin-out, they will all receive a trophy. If a player manages to spin themselves out, they'll get a trophy for that, too.

Winning

The game continues until there are no more distance cards to draw. The player drawing the final card will be able to finish their turn.

The player with the highest total distance wins! Ties are broken by the player with the most trophies. If you are still tied, you'll need to run an actual foot race.

FAQs

How do shields work? A shield works by absorbing damage from attacks equal to the shield's value. Anything left draws your tire health down, as usual.

Where do I discard distance cards? When discarding a distance card, place it face down into the bottom of the draw pile.

Where do I discard my driver's cards? Discard your cards face up next to your draw pile to avoid getting them mixed up. When you run out of cards, reshuffle and start anew.

I stole a card from another player. What now? It's yours now! You get to keep that card as if it was always yours. You play it as usual and discard it into your own pile.

I want to play a card to save myself from an action that affects multiple players. How does that work? If you "replace" the card being played, then it won't affect anyone. If you "avoid" the action, then you're only saving yourself.

Can my tire health be negative? Can I go above 4 tire health? Your tire health can only be reduced to zero and doesn't transfer between drivers. There's also no "over healing."