Vroom
Vroom Rulebook
Table of Contents
Table of Contents
Components
- 6 wooden cars + 6 Car cards
- 31 Speed cards: 4 cards 1, 5 cards 2, 6 cards 3, 6 cards 4, 5 cards 5, 4 cards 6, 1 card 7
- 8 Event cards
- 3 Spare Wheel cards
- 5 modules to unlock (see p.6) — DO NOT OPEN
- 2 Finish tokens
- 2 sticker sheets
Setup
Example with 4 players.
- Designate a first player, who takes car 1 and Car card 1. The player to their left takes car 2 and Car card 2, and so on until each player has a car and its matching Car card.
- Set up your cars in a line on the play surface to form the starting line. You can set them up on the floor, on a table, or on any surface of your choice.
- Place the two Finish tokens wherever you like to form the finish line. The space between the starting line and the finish line forms the race track. For your first game, we recommend placing the Finish tokens about sixty centimeters from the cars.
- Shuffle the Speed cards and make them into a face-down draw pile at the side of the table.
- Shuffle the Event cards and place two of them face down at the side of the table. Put the rest back in the box. For your first game, we recommend selecting the Round Trip and Pit Stop cards.
- Depending on the number of players and the difficulty chosen for your game, place at the side of the table as many Spare Wheel cards as indicated:
| Number of players | Normal mode | Hard mode |
|---|---|---|
| 3 or 4 | 2 Spare Wheel cards | 1 Spare Wheel card |
| 5 or 6 | 3 Spare Wheel cards | 2 Spare Wheel cards |
How the Game Unfolds
A complete game is played over 3 races; the track changes for each of them. A race, in turn, is played over 5 rounds.
Let's Race!
On each round, all players draw a Speed card, which they look at secretly. At no point may you communicate about the value of your cards.
Starting with car 1, then in order of car number, each player moves their car according to the value of the Speed card they currently hold.
Once everyone has moved their car, each player places their card face down in front of them: this is the end of the round. Play then moves to the next round, with everyone drawing a new Speed card. Careful, you may no longer look at your previous cards!
Helpful tip: for your first game, once everyone has played their first card, you can all reveal it to your partners.
Before round 5, no car should have crossed the finish line, otherwise the game is lost.
After round 5, at least one car must have crossed the finish line. If this is not the case, the game is lost.
Once everyone has played their 5th and final card, the race is over.
At the end of round 5, two cars cannot finish at the same level. One must be placed slightly ahead of the other.
Example of a First Round
Yanis, Paul, and Mia have moved their cars. With car 4, it is Mona's turn to move last. She drew a Speed card with a value of "3." She pushes her car the distance she estimates corresponds to "3" (keeping in mind that the race lasts 5 rounds and that Speed cards can go as high as "7").
Movement Rules
To move your car forward, simply push it all the way along your movement.
There is no board — it is up to you to estimate what distance corresponds to the value of your card.
It is possible to continue your movement after crossing the finish line.
A car may not move backward and must move forward smoothly. There must be no stop in its motion.
While moving, it is allowed to push another car with your own.
Final Ranking
- The player whose car arrived in last position starts by revealing their 5 Speed cards and adding up their values. This gives their total speed.
- Next, it is the turn of the player whose car is in second-to-last position. Their total speed must reach a value greater than or equal to the previous one. If this is not the case, this constitutes an error.
- Do the same for each car, working back up to the one in first position.
- If the players are ranked without error, you may move on to the next race. If this was your 3rd and final race, proceed to End of Game.
In Case of Error
If there is at least one error, the players must correct their ranking. To do this, they must remove one or more cars so that only cars with an increasing (or equal) total speed remain, from last to first place. Then they move on to the next race.
If there are multiple possibilities, choose which car(s) to remove.
To correct their ranking:
- If the players need to remove one car, they lose one Spare Wheel card.
- If the players need to remove several cars, they lose two Spare Wheel cards.
Ranking Example
Mona arrived last with a total speed of 16 (adding up her 5 Speed cards). Paul is 3rd with a total speed of 19. Ahead of them, Yanis is 2nd with 17 and Mia 1st with 20.
For only cars with an increasing total speed from last to first place to remain, the players must remove Paul's car or Yanis's car.
Only one car needs to be removed, so the players lose one Spare Wheel card.
Next Race
Each player passes their Car card to the player on their left. The player with Car card 1 is the new first player.
Players line up the cars again to form a new starting line, and move the two Finish tokens to form a new finish line.
- If this is the second race, reveal the first Event card and apply its setup conditions. For your first game, we recommend using the "Round Trip" card.
- If this is the third race, reveal the second Event card, add it to the Event card from the second race, and apply the setup conditions of both cards. For your first game, we recommend using the "Round Trip" and "Pit Stop" cards.
Start the race!
Important! Each Event card imposes a constraint: if one or more cars fail to respect this constraint, lose a Spare Wheel card.
If you have completed the 3rd race, proceed to End of Game.
End of Game
If you lose your last Spare Wheel card, your game is not over! However, if you must lose a Spare Wheel card but have none left: the game is lost for everyone.
It happens even to the best of us! Next time will be the one!
If you have completed the third race without running out of Spare Wheel cards, the game is won: congratulations to you all!
Onward to new adventures! You may open a new module!
New Modules
Have you just won a game? Congratulations! You can now open one of the 5 envelopes, each containing a new module to add to your future races.
- Choose one of the modules, using the gauges on the back of each envelope (Wild, Interactive, Strategic) to help you, and discover the new components this module includes as well as the new rules that are added to the base rules.
- As soon as you win a game with this module, put it back in its envelope and open a new one!
- With each new module, try to win a game with it to discover another module!
- Once all the modules are open, feel free to play with your favorite one or combine them! And why not create your own?
Trophies
Stick a sticker on the matching space the first time you achieve its goal. Once you have stuck on 10, congratulations: scan the QR code to discover a surprise that will make you "vroom" with delight (or so we hope)!
The Classics
- Victory: first victory
- Weather: game won with the Weather module
- Boost: game won with the Boost module
- Skid: game won with the Skid module
- Ghost: game won with the Ghost module
- Podium: game won with the Podium module
- Crazy: game won with two modules
The Specials
- Perfect: game won without losing a single Spare Wheel card
- Inventor: game played with an event you invented
- Night Circuit: game played after midnight
- International Circuit: game played abroad
- Epic Race: all cars crossed the finish line
- Against the Clock: race played in 2 minutes flat
- Influencer: game posted on social media
- Preservationist: game played at the foot of a monument