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Victory

Victory Rulebook

Table of Contents

Table of Contents

  • Contents
  • Number of Players
  • Object of the Game
  • Setting Up the Track
  • The Lap-Counting Pad
  • The Race
  • Meaning of the Dice
  • Continuing the Race

Contents

12 race track boards, 6 cars, 5 dice, 1 finish card, 25 connecting links, 1 lap-counting pad.

Number of Players

2 to 6 players.

Object of the Game

As in a real car race, the players try to be the first to cross the finish line by skilful "driving". Track dice help them do this.

Setting Up the Track

Lay out a closed circuit from the 12 track boards, preferably with many bends. The boards are joined together at the green bushes (connection points) using the connecting links, so they cannot slip apart.

Each player chooses a car. The players roll to decide who starts. The other players then follow in clockwise order.

Place the card with the start marker on a red outer line so that its arrow points to a red dot. This is the start and finish. Now decide the direction of travel. The first three cars go from left to right into the first starting row; all other cars go behind them in the second row.

The Lap-Counting Pad

Suppose four players are racing and the race is to last 3 laps.

The starting order of the cars is Red, Blue, Green, Yellow. Enter this order under the number 3 (see Fig. 1). If the race is to last 6 laps, begin the entries under the number 6 instead.

After the first lap, the cars cross the finish line in this order: Red, Green, Blue, Yellow. Enter this under the number 2. Then continue with the next lap. Here the finishing order is: Blue, Red, Yellow, Green. Enter this under the number 1.

Now comes the finish. The winner is the player with the green car, which crosses the finish line first. Red, Yellow and Blue follow in that order in the places behind him. Enter this finishing order in the box marked "ZIEL" (finish).

The Race

Players take turns rolling the dice in clockwise order. Each turn consists of two throws. In total, a player has 5 dice. For the first throw, take 3 dice. For the second throw, take either 1 or 2 dice. Dice from the first throw and the second throw may be combined.

Moves are made only after both throws have been rolled. There are several ways to combine the dice. Example for two throws:

  • 1st throw: 1 blue die, 1 cross die, 1 red die.
  • 2nd throw: 1 blue die, 1 red die.

With this example, if two dice show the same face, there are these options. You may drive 2 moves on the red line and 2 moves on the blue line. Or you may drive 1 move on the blue line, then 1 on the red line, then 1 on the blue line and 1 on the red line. The die with the cross is dropped; no move is made with it. The order and length of the moves do not matter.

Every throw shown must be carried out move by move in each round, even when this is not always an advantage. Likewise, all moves must always begin and end on points, namely where the red and blue lines cross. Each single move must be driven in a straight line.

Through clever use of the track you can find the "ideal line". On this line your car will get around the circuit fastest.

Example of an ideal line (see Fig. 2): with the red die, drive along the red line to point 1. Then, with the blue die, drive along the blue line to point 2.

Meaning of the Dice

In summary, the meaning of the dice is as follows.

1 die shows a red face: You may move your car along the red line as far as you like. This may only be done in a straight line. You may pass over as many red points as you like. However, your car must finish the move on a red point. You may not jump over another car.

1 die shows a blue face: You may move your car along the blue line, as far as you like, in a straight line from one red point to another red point. You may not jump over another car.

2, 3, 4 or 5 dice show a face of the same colour (red or blue): You may move your car along the corresponding line (red or blue) 2, 3, 4 or 5 times, in a straight line from one red point to another red point. You may not jump over any other car.

1 die shows a cross: You may not move with this die.

2 dice show a cross: You may not move with these 2 dice.

3 dice show a cross: You must miss one turn in this round.

4 dice show a cross: Your car has had an accident. You must drop out of the race entirely.

Because of the risk of rolling 3 or 4 crosses, the dice are rolled twice. For example, if you already have 2 crosses in the first throw, it is advisable to take only one die in the second throw, since 4 crosses means you must drop out.

Continuing the Race

Continue play move by move and round by round until the end of the race. Do not forget to make your entries on the lap-counting pad; only this way are you always informed of the state of the race.