Crash Cup Karambolage
Crash Cup Karambolage Rulebook
Table of Contents
Table of Contents
Contents
1 flicking string, 6 racecars (= pieces), 8 boundary blocks, 1 drift block, 8 sideline banners, 5 wooden trophies (1 gray trophy used for marking purposes, and 4 white trophies with starting numbers 1-4 for the players), 4 starting number chips, 6 driver cards, 6 power-up chips, 16 action chips, 2 colored dice, 1 sheet of 12 stickers, 1 set of instructions.
Components shown in the component illustration: driver cards, boundary blocks, power-up chips, drift block, colored dice, action chips, trophies, racecars, sideline banners, starting number chips, flicking string.
Crash Cup Racers
- Captain Karacho: The Captain is a real nightmare to meet on the tracks; with the help of his faithful parrot Pistonmuncher, he has already racked up a bunch of victories.
- Princess Whirlwind: Her father, King Diesel, can't bear to refuse her anything - and since there is nothing she likes better than feeling the wind rushing through her hair, she likes to spend her days as a racecar driver.
- Larry Leadfoot: Larry comes from a long line of racecar drivers; nothing that has wheels is safe from him. It's just that his winnings aren't really taking off...
- Thea Rocket: Her siblings lead the comfortable lives of ravens, but Thea only cares about one thing: Speed! And her motorcycle lets her drive faster than she can fly.
- The Big Octane: Nobody knows where this strange guy came from, but one thing is certain and it's that he always plays fair. He seems to care more about driving than going for the win.
- Rita Rascal: This naughty brat is most drivers' worst nightmare; Captain Karacho is the only one who drives more boisterously than her. Daring maneuvers are their trademark.
Before the First Game
Stick the stickers onto the front and back of the pieces as shown - that's all you have to do to make the racecars!
- Intact vehicle: racecar with the intact side up.
- Defective vehicle: racecar with the defective side up.
If it's your first time using the flicking string, then give it a quick go before you start playing the game. Hold the flicking string at both ends, place it around the racecar in a semicircle and pull the string back with a jerk.
Pull back ... ... stretch it ... ... and off they go!
It's best to play on a large table with a smooth surface.
Experienced Rumble Ragers, skillful Drifters and participants in the "HABA Grand Prix" can play using the drift block.
The Drift Block
Dealing with the drift block also requires a certain amount of skill and practice. This block can be used in game when the racecars are in awkward positions, for example. A well-placed drift block can be used to ricochet your flicked car to another area and thus reach another difficult point thanks to the change in direction that the drift block caused - it works in a similar way to rails on a billiard table.
In addition, the drift block can be used to brake a flicked racecar and avoid contact with the sideline banner.
Game 1: "Rumble Rage"
Who's ready for reckless maneuvers and can manage to rumble the matching cars of the color shown on the dice against each other?
Preparation
Gather up all of the boundary blocks and sideline banners. Build a square arena in the middle of the table, and place the banners between the blocks. Make sure that the two banners reading 1-5 and 6-10 points follow on from each other, and that the points bar is facing outwards.
Place the six racing vehicles in a circle in the center of the arena. It doesn't matter if the intact or defective side is face up. The distance between the vehicles should each approximately correspond to the long edge of the drift block.
Place the gray trophy next to the points bar. Place all of the starting number chips face down and make sure they are thoroughly mixed up. Each player draws a chip and places it face up in front of them. Everyone takes their matching white trophy and places it on the boundary block at the beginning of the points bar. Get the drift block, flicking string, and both colored dice ready. You don't need anything else to play the game, so put everything that's left over back into the box.
How to Play
Take turns based on the order of the starting numbers. The player with the lowest starting number starts and rolls both dice.
What do the dice show?
- Two matching colors: Throw the dice again.
- Two different colors: Take the flicking string and try to flick the racecar matching the color on one of the dice to another racecar of the other color.
Important: It mustn't come into contact with any other vehicles!
Did you hit the right vehicle, and not touch another one in the process?
-
Yes: Brilliant! Take the gray trophy and put it on top of your own trophy, then advance one space towards the target.
Whenever you have successfully flicked, you can choose between two options:
- Take a risk and carry on: Roll both dice again and continue as described above.
- Score points and end your turn: Put your trophy in the place of the gray trophy and place the gray trophy back next to the points bar.
-
No: That's too bad! No points. If the gray trophy is displaying points that you already won, then you lose these points and the gray trophy is placed back next to the points bar.
The player with the next starting number then takes their turn. Before rolling the dice, the player must first check to see whether the distance between the sideline banners and the racing cars is at least the length of the short side of the drift block. If this is not the case, then the player may move the race cars accordingly.
End of the Game
The game ends when a player manages to reach the last space or beyond on the points bar with their trophy, and by doing so they win the "Rumble Rage".
Tips for Experienced Rumble Racers
- Double points: If you roll two of the same color and the gray trophy is already showing one or more points, then your go will score double points. Drag the gray trophy forward the exact same number of spaces that separate it from your trophy, then roll again.
- Drifting: If you use the drift block during your flick and it works, i.e. the first vehicle bounces off the drift block before it hits the second vehicle, then you get an extra point and are allowed to move the gray trophy one space forward.
- Side banner crash: If you touch another vehicle with an outer band, then you do not receive any points and your turn ends immediately.
Game 2: Drift Derby
Who will be the one to find just the right route and flick any racecar precisely between the two vehicles in the color shown on the dice?
Preparation
The same as in Game 1 "Rumble Rage", but with the following change: Don't place the racecars in a circle in the middle of the arena, but keep them ready at the edge.
How to Play
Take turns based on the order of the starting numbers. The player with the lowest starting number begins. First of all, distribute the racecars any way you like in the arena, and it doesn't matter which sides are face up, either the defective or intact sides. Throw both dice.
What do the dice show?
-
Two matching colors: Throw the dice again.
-
Two different colors: Take the flicking string and try to flick any other racecar precisely between the two vehicles in the color shown on the dice.
- (Diagram: "Success" and "Failure" examples.)
Important: There must be no contact with a side banner. If this happens, then this vehicle is disqualified and taken out of the game. After that, the player may roll again.
Did you manage to flick a racecar through both of the right vehicles?
-
Yes: Brilliant! Take the gray trophy and put this on top of your own trophy and advance one space towards the target.
Whenever you have successfully flicked through the vehicles, you can choose between two options:
- Take a risk and carry on: Roll both dice again and continue as described above. Warning: If you roll the color of a vehicle that is no longer located in the arena, your turn ends immediately. However you may replace the gray trophy with your own.
- Score points and end your turn: Put your trophy in the place of the gray trophy and put the gray trophy back next to the points bar.
-
No: That's too bad! No points. If the gray trophy is displaying points that you already won, then you lose these points and the gray trophy is placed back next to the points bar.
The player with the next starting number then takes their turn.
End of the Game
The game ends when a player manages to reach the last space or beyond of the points bar with their trophy. This player wins the "Drift Derby".
Tip for skilled drifters: If you score a point by using the drift block, then you earn an extra point and are allowed to move the gray trophy one space forward. However, you won't get the extra point if you are just using the drift block as a way of braking the flicked vehicle in order to stop it from colliding with the side banner.
Game 3: HABA Grand Prix
Who has what it takes to become the Crash Cup superstar and will be the first to cross the finish line after three rounds?
Preparation
Take two boundary blocks, place the side banner showing 1-5 points in between them, and place it in the middle of the table. Build the start/finish line as shown at right angles to the points bar and place each side banner parallel to such, making sure that each side banner is 15-20 cm away; that's all you have to do to make the racetrack.
Distribute the power-up chips in turn. Then each player chooses a racecar and places it in front of them together with the matching driver card. Place all of the starting number chips face down and shuffle them well. Everyone takes a chip and places it face up on the starting number section of their driver card. Everyone takes their matching white trophy and places them on the boundary block at the beginning of the points bar. Place the action chips face down behind one of the side banners and get the flicking string and drift block ready. You don't need anything else to play the game, so put everything that's left over back into the box.
(Figure: starting area.)
How to Play
Take turns playing based on the starting numbers and play a total of three rounds. The player with the lowest starting number begins. Place your vehicle with the intact side facing anywhere in the starting area (see Figure).
Take the flicking string and flick your car over the racetrack.
Important flicking and game rules for the "HABA Grand Prix":
- The drift block may be placed anywhere on the track before each flick.
- If the flicked vehicle falls off the table, or collides with a side banner, then it is placed back on the track near the crash, with the defective side up. Warning: If the crashed vehicle was already defective side up, then it is disqualified and must be removed from the racetrack. Place it on top of the driver card.
- If the vehicle turns over to the other side when it is flicked, or it lands on the edge and stays up like that, then it can either be put down or turned over.
- If your flick means you hit another vehicle, hurl into the side banner, or even launch completely off the table, either nothing happens, or the vehicles are placed back onto the racetrack straight away at the same point where they started (exception: "Karambolage" action, see action chips).
- Once a player flicks his vehicle back over the start/finish line and thereby ends a round, they can move their trophy one space forward on the points bar.
- If a player's vehicle has been disqualified and is lying on the driver card when it comes to their turn (also see "Karambolage" and "Flat Tire" actions corresponding to the action chips), then this player starts the round again from the starting area. The intact side of the vehicle should be face up.
The player with the next starting number then takes their turn. If the distance between their vehicle and the banner is less than the short side of the drift block, then the player can move it accordingly before flicking.
Power-up Chips and Action Chips
If the flicked vehicle hits a power-up chip, then the player may take one of the face-down action chips. The power-up chip that was won should be placed a certain distance behind the player's vehicle.
There are various actions on the action chips, which the player should perform either immediately or on their next turn (see table).
| Symbol | Action | Use |
|---|---|---|
| "Karambolage" | If you flick onto another vehicle, then this vehicle is immediately removed from the racetrack and placed on top of their driver card. | BEFORE flicking |
| "Double Blitz" | You can flick twice in a row - unless you uncover an "oil stain" or "engine failure" action chip on your first flick. This will end your turn immediately. | BEFORE flicking |
| "Under Repair" | Turn your vehicle intact side up again at the beginning of a turn. | BEFORE flicking |
| "Oil stain" | Place the chip on your vehicle. You miss your turn in the next round. You can remove the chip on your next turn. | STRAIGHT AWAY |
| "Flat Tire" | Turn your vehicle over to show the defective side straight away. If it was already face up, then remove the vehicle from the track and put it on your driver card. | STRAIGHT AWAY |
The "Karambolage", "Double Blitz" and "Under Repair" action chips are stored on top of the driver cards until they are needed.
Important: Each player may have a maximum of two action chips. If they earn a third, they aren't allowed to take it!
Whenever the action of a chip has been performed, then it is placed face down again with the other action chips, and these should then be quickly mixed up.
End of the Game
The game ends when a player manages to reach the third space on the points bar with their trophy, and by doing so they win the "HABA Grand Prix".
Hint: The game length can be varied by setting another number of rounds at the beginning.