Turbo Drift
Turbo Drift Rulebook
Table of Contents
Table of Contents
Components
18 cards: Made up of 6 Path Cards, 5 Barrier Cards, 4 Car Cards, 1 Finish Line Card, 1 Boost Card (flames), 1 First Player Card (traffic light)
Object
Players take turns choosing Path Cards and moving their cards toward the Finish Line Card, taking advantage of Turbo icons while avoiding the barriers on the same cards. The first player to reach the Finish Line Card with their Car Card or Path Card wins.
Setup
A 3'x3' area is recommended.
Place the Finish Line Card at one end of the course. Then shuffle the Barrier Cards and place them on the table in any arrangement you wish.
The player that most recently won a race goes first.
Starting with the first player and going clockwise, players choose a Car Card and place their card (with the steering wheel icon face down) on an imaginary starting line on the side of the course opposite the Finish Line card.
Shuffle and place the 6 Path Cards in a 2x3 grid off to the side.
Give the Boost card and the First Player card (steering wheel side face down) to the first player.
Gameplay
Each round, players will take turns choosing up to 3 Path Cards from the grid and using those cards to drive through the course.
Each round starts with the player with the First Player Card in front of them and continues clockwise, ending when all players have taken a turn picking Path Cards and driving.
Turn
On your turn, choose Path Cards, then Drive.
Choose Path Cards
You can choose 1, 2, or 3 from the 2x3 grid.
1 CARD: You may take any one card from the grid. Also, take the First Player Card and place it in front of any player you choose, including yourself.
2 CARDS: You must take a column of 2 cards from the available three rows.
3 CARDS: You must take a row of 3 cards from the available two rows. You must shuffle these before placing them.
NOTE: You cannot flip cards over when choosing and you cannot "test" how path cards will move you before you take them.
The 2x3 grid of Path Cards is arranged in two rows and three columns, labeled for reference:
| A | B | C | |
|---|---|---|---|
| D | Path Card | Path Card | Path Card |
| E | Path Card | Path Card | Path Card |
- CHOOSE 1: Any Card and take First Player
- CHOOSE 2: A, B or C (a column)
- CHOOSE 3: D or E (a row) and shuffle before placing
Drive
Place the Boost Card directly behind your Car, then remove your Car from the course.
Place your first Path Card directly in front of the Boost Card, connecting the tire tracks that run off the edge of the Boost Card. When placing another Path Card, place it on the line of the previously placed Path Card.
Boost
If a Path Card you place overlaps a Turbo icon on a Barrier Card, you may remove the Boost Card from the back of the Path Cards already played and place it as the next Path Card. Any unplayed Path Cards are then played in front of the Boost Card.
Note: If you overlap any Turbo icons with the Boost Card or while reversing (see below), they are ignored.
End of Turn
Once all legal Path Cards have been played, flip your car over and place it on the last Path Card line.
Note: The First Player Card and each Car Card has a blank side and a steering wheel side. This will show which cars have already been played each Round.
Flip over the Path Cards you took from the grid and return them to the grid in any order you wish, making sure to form a 2x3 grid. Pass the Boost Card to the next player clockwise to end your turn. Play continues to the next player clockwise.
End of Round
Once all players have taken their turn (as noted by the steering wheel icons on the Car Cards), the player with the First Player Card will start the next round. Play will continue clockwise.
Reverse
To get out of sticky situations, instead of placing the Boost Card behind your Car before driving, you may reverse by placing your first Path Card facing backwards from the Car, connecting the tire tracks that run off the edge of the Cards (NOTE: you cannot activate Turbo icons while reversing). Then remove the Car from in front of the Path Card and continue your turn. Any other Path Cards played on your turn will be placed on the line facing away from the normal placement, overlapping the tire tracks.
Crash
If a Path Card or Car Card overlaps another Car or Barrier on a Barrier Card, it cannot be played. Place your car on the last Path Card that doesn't make it overlap another car or Barrier. It is possible to not move at all on a turn because of a crash. Your turn is now over.
Nitro
Once per game, when picking Path Cards, you can choose all 6 Path Cards. Shuffle them and use them to drive.
After legally placing a card, before looking at the next card to play, you can choose to stop. But if any Path Cards or your car hits a Barrier or another Car, your car explodes and you are out of the game. Use Nitro wisely. Nitro can only be used once per game.
End of Game / Winner
The first player to overlap the Finish Line Card with their Car or a Path Card wins immediately. If a Path Card or car overlaps both the Finish Line Card and another Car or Barrier, it does not count as a victory. Treat this as a normal crash and continue playing.