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Super Race

Super Race Rulebook

Table of Contents

Table of Contents

  • Contents
  • Aim of the game
  • Preparation
  • On your marks, get set... go!
  • Game
  • Tight corners
  • Finish
  • Versions
    • World Championship
    • 24-hour race
    • Oil slicks
    • Racing clockwise
    • No competitors in sight?
  • Care

Contents

5 dice, 4 wipe-clean playing boards, 1 pen

Aim of the game

Each player can roll the dice up to three times every go and then try to drive the best possible route around the race track using as many of the same-coloured dice as possible. The aim is to master the chicanes and use the tight corners as cleverly as you can. The winner is whoever makes it to the finish line first.

Preparation

Every player receives a playing board. Now you have to decide which of the two versions to play: "Indianapolis"[1] or "Monza". All players must follow the same route. The cars drive around the board anticlockwise.

The youngest player goes first. He or she takes the pen and draws a small "S" on his or her playing board. If you play more than one game in a row, the next game starts with the player to the left of the youngest player.

[1] In this version, the players can decide for themselves whether to take the longer way around the edge of the board or the shorter (but more difficult) way across the middle.

On your marks, get set... go!

Game

The race starts on one of the squares along the starting/finish line. It is also possible to start with a curve on the starting square.

When it's your go, roll all five dice. You can then roll up to twice more. For the subsequent rolls, you can set as many dice as you like to one side or roll the dice you have already set to one side again. You only have to decide which colour (red, yellow or blue) you want to drive with after the third roll.

Remember:

  • Every die in the colour you choose needs to be entered in a new square on your own playing board:
    • If you are driving straight, draw a straight line through the square.
    • If you are taking a corner, draw a curved line through the square in the direction of choice.
  • You must always drive (draw) all the possible squares for the colour you choose. You are not allowed to leave out any individual dice for a colour.
  • You must start your next go from where you left off: it is not possible to take a detour.
  • You are not allowed to cross the same square twice.
  • Grey fields can be crossed using any colour.
  • Coloured fields can only be crossed using the same colour.

Example: Melanie starts the game and after rolling three times she has thrown the dice shown in the example diagram. She decides to use the red dice and draws a red curve and two red, straight lines on her board. Then play passes to the next player.

If it is not possible to enter all the dice of the colour, the whole go is forfeited and the player is not allowed to draw in any dice. However, if it is possible to enter the dice of the colour, they must be drawn in, even if it is not in the best interests of your race strategy.

Example: After rolling three times, Edgar has thrown the dice shown in the example diagram. He wants to drive through the pit lane. To do so, he needs to cross square A. However, this is not possible with the dice he threw, because he does not have a red curve.

He can't use the blue curve on its own, because if he decides to use blue, he would have to use all the blue dice. However, as he can't cross square A with a blue dice, he has to drive past the pit lane.

He can either go straight across square B and then take the corner to the right after C or take the right curve across square B and then go straight across D.

The same applies for the yellow dice.

Tight corners

If a turn ends on a tight corner square, the player may take another turn again immediately and roll the dice (up to) three times again. Even if the player lands on another tight corner, he or she cannot play a third turn.

Example: After rolling three times, Melanie has thrown the dice shown in the example diagram. She decides to use the red dice and drives straight across two squares before turning the corner. Her turn ends on a tight corner. Consequently, she can take another turn straight away.

After rolling another three times, Melanie has thrown the dice shown in the example diagram. As she cannot use the blue curve or the two red curves, she has to use the two yellow curves. She then lands on another tight corner at the end of her turn, but because she can only use the tight corner advantage once per go, her turn ends.

At the end of his or her turn, the player passes the pen and dice to the next player.

Finish

The game finishes as soon as one of the players lands on or crosses the finish line. However, each player is allowed to finish his or her turn for that go. In other words, the player to the right of the player who started the game (identified by the S) is always the last player to take a turn.

The player who has passed the finish line the furthest is the winner. When crossing the finish, it is also important to note that you cannot cross any square that you have already been through. If two or more players are equally as far past the finish line, they then play another turn to decide the winner. This can be done as often as necessary until there is a clear winner.

Versions

World Championship

In the World Championship, you play a number of games one after the other and count up the plus and minus points after each game:

Plus points: The winner receives a plus point for every square he crosses over the finish line. If the player lands directly on the finish line, he does not receive a plus point or a minus point.

Minus points: The other players receive a minus point for every square that they would still need to cross to reach the finish line.

Following a number of races decided in advance (e.g., 5 or 10), everyone adds up their points. The player with the most points is the Super Race champion!

Alternatively, you can also allocate points after each game for the positions you come in the race, like in motorsports: 1st place: 10 points, 2nd place: 6 points, 3rd place: 3 points, 4th place: 1 point.

24-hour race

In this version the players race around the track twice in one game. This is best played in the "Indianapolis" version (the first time around the track you can take the shortcut and then the second time you take the longer route around the complete oval). The winner is the first one to complete two laps of the track and cross the finish line for the second time. You need to plan your first lap very carefully in the 24-hour race because each square can only be crossed once. Otherwise, the second lap could be really difficult!

Oil slicks

Before the game begins, the players decide which squares will contain oil slicks. The oil slick squares are marked with four dots each. All the players should mark the same oil slicks on their boards. You need two identical symbols among your results to be able to cross an oil slick square. No more than ten squares should be marked with oil slicks.

Racing clockwise

You can of course also race clockwise around the track. If you do, however, make sure that all players drive around the track in the same direction.

No competitors in sight?

You can even have lots of fun playing Super Race on your own. The player makes a note of the number of turns he takes to complete a lap. Then in consequent games he tries to complete the lap in fewer and fewer turns (13 turns is a fast lap for "Indianapolis").

Care

Warning: Never put the pens in your mouth!

Please use a cloth to wipe the boards clean. Alternatively, you can also use any other water-soluble or non-permanent markers.