Sonic Super Teams
Sonic Super Teams Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 8 figures (2 characters of each color)
- 73 cards:
- 48 movement cards (12 cards of each color, with values from "1" to "6")
- 20 bonus cards
- 1 special card
- 4 team cards
Goal of the Game
The goal of each team is to be the first to cross the finish line.
Setup
- Place the game board in the center of the table.
- Each player takes 2 characters of one color and receives the team card of the same color.
- In a two-player game, each player chooses 2 teams.
- In a three-player game, each player chooses 1 team (put the 2 characters, the team card, and the movement cards of the unused team back in the box).
- In a four-player game, the players split into 2 teams of 2 players each and sit around the table so that the teams alternate.
- Place the chosen characters at the start.
- Shuffle the 20 bonus cards and place this deck face down in the corresponding space on the game board.
- Shuffle the 48 movement cards (36 cards if you are playing with three players) and the special card, and place this deck face down in the corresponding space on the game board. Then deal each player 6 cards.
End of the Game
The game ends when all the characters of one team have crossed the finish line (4 characters if you are playing with two or four players; 2 characters if you are playing with three players). The players of that team win.
Gameplay
Players take turns clockwise. The youngest player goes first.
On their turn, a player plays a card with a value from "1" to "6". They then choose one character of the same color as the card and move it forward a number of spaces equal to the value of the card played. Depending on the color of the card, players may move not only their own characters, but also the characters of their teammates or even their opponents.
- Any number of characters may occupy the same space.
- Players do not move characters that have already crossed the finish line.
Teams
- If a character stops on a bonus space, the player of that color takes a bonus card.
- If a character stops on a double space (rings + spikes, rings + normal, or spikes + normal), the player moving that character may choose either half of the space.
- If a character stops on a normal space (grass, bonus, bridge, or start), it moves onward according to the normal rules.
- If a character is on rings, the value of the card played for it is doubled (for example, if you play a card with a value of "4", move that character forward 8 spaces).
- If a character is on spikes, the value of any card played for it equals "1" (for example, if you play a card with a value of "4", move that character forward only 1 space).
- Brown spaces form loops. When a character stops on a loop space, it must move back to the nearest normal space. To make it through a loop, a character must pass through all the spaces of the loop in a single move.
The Teams
- Blue Team — Sonic and Tails
- Red Team — Amy Rose and Knuckles
- Black Team — Shadow and Silver
- Yellow Team — Metal Sonic and Rouge
The Special Card and Bonus Cards
The movement card deck contains 1 special card. When a player draws this card from the deck, they immediately discard it. Every player then takes a bonus card.
If a character is moved, the player controlling it, or their teammate, may play a bonus card from their hand (even if the character was moved by an opponent). The player moving the character must use this bonus card. A player may play only one bonus card per turn.
For more on bonus cards, see the "Description of Bonus Cards" section below.
Example: The red player plays a blue card with a value of "3" to move a blue character that is on spikes. It could normally move forward only one space. However, the blue player plays the "Shield" bonus card (see "Description of Bonus Cards"). The red player must now ignore the spikes effect and move the blue character forward 3 spaces.
- When all players have played 6 cards, deal each player 6 more cards.
- If the deck runs out, shuffle the 49 cards (48 movement cards and 1 special card) and deal each player 6 cards again.
- Even if all the characters of a given color have crossed the finish line, cards of that color can still be played. They then affect the characters of the other color on the same team (except in a three-player game).
Example: The blue and yellow players are teammates. The red player plays a blue card. Both blue characters have already crossed the finish line, so the red player moves the yellow character instead.
Description of Bonus Cards
You don't need to study this section before starting the game. You can look up the value of bonus cards during play.
Speed Bonus — Add "1" to the value of the card played ("3" becomes "4", "6" becomes "7", and so on).
- If the character is on spikes, the value of the card equals "1" even with the speed bonus.
- If the character is on rings, the speed bonus is added to the value before it is doubled.
Dexterity Bonus — If a character stops on a loop space, move it to the next normal space instead.
Superbonus — For characters on normal spaces only. The value of the card played is doubled (as if the character were on rings).
Shield — If the character is on spikes, ignore the spikes effect and move onward according to the normal rules.
Super Jump — When you draw this card, play it immediately! Move the character straight to the next rings. If you drew this card thanks to the effect of the special card, choose the character yourself.