Crash Pilot
Crash Pilot Rulebook
Table of Contents
Table of Contents
Setup
Put the hexagon in the center of the table. Shuffle the deck and deal a card next to each section of the hexagon, like spokes of a wheel. These cards form the beginnings of six rows. No object or color may occur twice in a series. If this occurs in the initial deal, put the card with the duplicate back into the deck and deal a replacement.
Deal cards as follows:
- 2 players: 13 cards
- 3 players: 9 cards
- 4 players: 7 cards
- 5 players: 6 cards
Each player stacks his cards face-down in front of him, without looking at them. The remaining cards form a neutral deck nearby.
Gameplay
The youngest player begins by turning over the top card from the neutral deck. This should be done in such a way as to allow all players to see the card at the same time. Players try to find a row which does not already contain the color or object depicted on the card. When a player finds such a row, he calls the number of that row aloud.
If the card can be legally added to that row, the card is added [and] the calling player turns over the top card from his stack to begin the next turn.
Editor's note: the source reads "the card is added the calling player turns over"; the word "and" is supplied in brackets for readability.
If the card cannot be legally added to that row, that player gets a red chip. Any player with three chips is out of the game. The card is tucked underneath the neutral deck, and that player turns up the top card of the neutral deck to start the next turn.
Each turn plays the same: A card is turned up, either from the neutral deck or from a player's own deck, and players try to find a row which can accommodate that card. Note that it's possible for a card to fit into more than one row. Only the first such row called counts.
Does not fit
It's possible that a card can't be placed in any of the six rows. The first player to detect this and call out "Doesn't fit" may turn over the top card of his deck to start the next turn. The card which didn't fit is tucked under the neutral deck.
If a player calls out a row number for a card that doesn't fit any row, or if a player calls out "Doesn't fit" but a legal row for that card is found, follow the procedure outlined above for an incorrect call.
Ties
If two or more players call out at the same time, they enter a tiebreaker round. The face-up card is tucked under the neutral deck and the top card from that deck is turned up. The tied players now race to find a spot for this new card. Only the tied players can call out for this card. If they tie again, repeat this process until one player gets in first, at which point the card is resolved normally.
Game End
As soon as a player turns over the last card from his stack, he wins the game -- the last card is not actually played.