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Crazy Rally

Crazy Rally Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Card Descriptions
  • Game Flow
  • Car Properties
  • Setup
  • Phase 1: Adjustment
  • Phase 2: Test Round
  • Phase 3: The Race
  • Special Track Cards
  • Turbo Acceleration or Emergency Stop
  • Exceeding the Maximum Speed
  • End of the Race
  • Event Cards
  • No Adjustment Cards in Hand
  • Forming a New Supply Deck
  • Consecutive Games
  • Variants

Components

  • 15 blue adjustment cards (blauwe aanpassingskaarten)
  • 15 yellow adjustment cards (gele aanpassingskaarten)
  • 12 purple adjustment cards (paarse aanpassingskaarten)
  • 14 track cards (parcourskaarten)
  • 8 event cards (gebeurteniskaarten)

Goal of the Game

Each player must complete the race (made up of 14 track cards) as quickly as possible. The total time is calculated by adding together the times of each track section completed. Players must go as fast as they can without losing control of the car and without leaving the track. At the end of the races, the player with the highest speed has needed the shortest time and therefore wins the game.

Translator's note: the Goal paragraph refers to the shortest total time, while the "End of the Race" section below states that the player with the longest distance covered wins. Both are transcribed as printed; the End of the Race section is the operative winning condition in the source.

Card Descriptions

Track cards carry symbols and numbers. The maximum speed is shown at the bottom left, the difficulty level at the top right, and the damage symbols at the bottom right. Some track cards show a checkered flag at the top left; this marks a possible start of a race.

Adjustment cards show, in the middle, the symbols of the car properties the card can affect. The speed-up points are shown at the top and the braking points at the bottom.

Event cards bear no symbols and come in four different colours. The colours have no effect on normal play; they only allow certain variants to be played.

Game Flow

The game consists of three phases: the adjustment phase, the test round, and the race itself. During the adjustment phase the players set up their cars. During the test round the track is explored, after which the actual race is driven in the third phase.

Car Properties

Each car has 3 properties: maximum speed, body strength and manoeuvrability. At the start of the game all cars have the value 7 for each property.

Setup

Shuffle the 7 track cards with the checkered flag and, without looking at them, set aside two of them. Shuffle the remaining 5 track cards together with the 7 track cards without a flag: these form the race deck. Place the two set-aside track cards on top of the race deck, so that you are sure the first two cards indicate the start of a track.

Shuffle the other cards by type and give each player one event card. Each player needs pen and paper to note the properties of their car. The following must be recorded: maximum speed, body strength, manoeuvrability, effective speed and distance covered (afgelegde weg).

Phase 1: Adjustment

Each player draws two cards from the stack of blue adjustment cards, chooses one of them and immediately lays it in front of them; the other card is taken into hand. The properties of the car are changed as the symbols on the card indicate. The picture of a steering wheel corresponds to one point of manoeuvrability, a tyre corresponds to one point of speed, and the nut corresponds to one point of body strength. Do the same with the yellow and the purple adjustment cards. At the end of the first phase, every car has its final value for its properties.

Phase 2: Test Round

In this phase the track is explored. Turn the track cards over one by one and show each card to the players for a few seconds before covering it again. Note: the order of the race deck must not be changed! It is of course forbidden to write down the order of the cards.

Phase 3: The Race

Write down the initial values of the car properties. The effective speed starts at five and the distance covered starts at zero. Shuffle all event and adjustment cards together and form one supply deck (the adjustment cards played during the adjustment phase are also included in this deck!).

A turn proceeds as follows:

  • Each player takes a card from the supply deck.
  • Each player chooses one of the adjustment cards in their hand and lays it face down in front of them. Depending on the orientation of the card, the car will accelerate or brake (it is best to agree in advance how the cards must be laid).
  • Playing an adjustment card is compulsory; a player cannot choose not to play a card.
  • As soon as everyone has made their choice, all chosen cards are turned face up simultaneously.
  • The effective speed of the car is adjusted by the value shown on the card played.
  • The top track card is turned face up for everyone to see, and the maximum speed printed on it is compared with the effective speed of each car. There are two possibilities:
    • The effective speed of the car is less than or equal to the maximum speed shown on the track card. The car completes this part of the track without problems. The effective speed is added to the distance covered by the car.
    • The effective speed of the car is greater than the maximum speed shown on the track card. The car takes this part of the track too fast: the effective speed is reduced to the maximum speed shown on the track card. The manoeuvrability of the car is reduced by the difficulty level shown on the track card and by the difference between the effective speed and the maximum speed of the track card. If the manoeuvrability becomes less than zero, the car crashes: the effective speed becomes zero and the manoeuvrability takes its original value. Reduce the body strength of the car by the damage incurred (this can be found on the track card). If the body strength of the car becomes less than or equal to zero, the player is eliminated. A crash drastically reduces the chances of winning.

Special Track Cards

On two track cards the speed indication is in red numbers instead of white. This means that the value shown is not a maximum speed but a minimum speed. The resolution proceeds as described above, with the difference that the effective speed of the car must now be greater than the speed shown on the track card. If the effective speed of the car is less than the speed shown on the track card, the effective speed is raised to that value. Then reduce the manoeuvrability of the car by the difficulty level of the track card and by the difference in speed.

Turbo Acceleration or Emergency Stop

The purple adjustment cards allow an acceleration or braking of three points. Such an acceleration or hard braking damages the car. Reduce the body strength of the car by 1 point.

Exceeding the Maximum Speed

Cars cannot drive faster than their maximum speed as determined in the adjustment phase. If this would nevertheless happen through an event card or an acceleration during the race, the current speed of the car becomes equal to the maximum speed and the body strength of the car is reduced by 1 point.

End of the Race

After resolving the last track card, the player with the longest distance covered wins. In the event of a tie, the car with the highest current speed wins. A car that crashes on the last track section can never be the winner; a player can only win if they finish the race.

Event Cards

Event cards can be used to cause special effects during the race. An event card must be played after every player has shown their adjustment card, but before the track card is shown. An event card can have the following effects:

  • Taking cards: a player may take two cards from the supply deck.
  • Accelerating: raises the current speed of the player's own car or of an opponent's car by one point.
  • Braking: lowers the current speed of the player's own car or of an opponent's car by one point.

Event cards are played in reverse order of the length of the distance covered: the player with the smallest distance covered may play a card first. Each player may play only one event card per turn. If a player finishes the race with one or more event cards still in hand, their distance covered score is increased by two points for each unused event card.

No Adjustment Cards in Hand

If a player has no adjustment cards in hand after drawing cards, they must show their hand cards, place them on the discard pile and take the same number of new cards from the supply deck.

Forming a New Supply Deck

If the supply deck runs out during the course of play, the discard pile is shuffled and used as the new supply deck.

Consecutive Games

One game of Crazy Rally simulates one stage of a real rally. To complete a full rally, several games can be played one after another (at least 3), each time starting from the distance covered score reached, instead of from zero.

Variants

Alternative rules, FAQs and further information can be found on the following website: http://www.redomegastudio.com.

Note: the card-layout illustrations in the source are not reproduced; the symbol placements they show are described in the Card Descriptions section above.