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Turbo-Team

Turbo Team Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Idea
  • Preparation of the Game
  • How to Play
  • Important doo-doo rules
  • Dice Scoring
  • Important
  • End of the Game

Contents

  • 4 game boards
  • 4 kangaroos in four colors
  • 4 camels in four colors
  • 4 frogs in four colors
  • 4 pigs in four colors
  • 3 gray dice
  • 2 light brown dice
  • 1 white die
  • 1 animal doo-doo

Game Idea

You take part in the legendary Turbo Team competition. At each turn the player decides if he wants to roll the dice once, twice or three times in order to move his animals as quickly as possible to the target. For each color dot on the die you can move your animal of the matching color one square. But here comes the challenge! The more often you roll the dice the bigger the risk and the higher the chances will be for you to roll a doo-doo. If you roll a doo-doo your turn is immediately over. If the Turbo Trophy appears on the die, you can move an animal two squares at a time.

The aim of the game is to have your team speed over the target line first.

Preparation of the Game

Each player takes a game board and places it in front of him. Then you choose an animal species and place the corresponding animals on the four starting squares of their racing tracks on your game board.

The doo-doo is placed in the center of the table. Get the 6 dice ready. Any remaining game material is returned to the game box.

Board labels: starting squares; target squares; deposit squares for dice.

How to Play

Play in a clockwise direction. Whoever is the quickest at repeating "Turbo Team Trophy" three times in a row starts the competition. If you cannot agree the youngest player starts and places the six dice in front of him.

First roll the white die. What does the die show?

  • A doo-doo? Pity! You can't move any of your animals and your turn is immediately over. On top of which you are punished with a doo-doo! The next player takes the doo-doo from the center and places it on the square in front of any of your animals. If the doo-doo is not in the center, but in front of an animal of another player, this player may put it on a square in front of any of your animals. Then it's the next player's turn to roll the die.
  • A color or the Turbo Team Trophy? Turbo brilliant! Place the die on its deposit square on your game board and decide if you want to move an animal one square or go on rolling the dice.
  • If you decide to continue take the two light brown dice and roll them. Place them on their corresponding deposit squares and decide again if you want to continue rolling the dice or if you prefer to move your animals.
  • If you want to have a third go, then roll the three gray dice.

Important doo-doo rules

If in one go you roll both a doo-doo and the Turbo Team Trophy, then you were lucky as the dice neutralize each other. Place them in the center of the table. They are not taken into account for the dice scoring. Then you decide if you want to go on rolling the dice or not.

Dice Scoring

  • For each color appearing on the dice you move the corresponding animal one square.
  • For each trophy on the die you move either any animal two squares or if at that moment there is a doo-doo on your game board, you can remove it and return it to the center of the table.

Note: the printed source reads "there ia a doo-doo"; "ia" is corrected to "is" here.

Important

If there is the doo-doo in front of an animal on the game board, this animal is blocked and may not be moved.

Then all dice are passed on to the next player and it is his turn.

End of the Game

The game ends as soon as the first player has moved his four animals past the river onto the target squares. He has the quickest Turbo Team and wins the game.