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Pit Stop

Pit Stop Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparation
  • Play
  • Chance Table

Contents

Playing board, 4 racing cars, 2 dice.

Preparation

Players throw the dice in turn to decide which cars they will run. The highest scorer takes the red car, second the blue, third the yellow and lowest the green.

Place the cars on the matching colour spaces opposite the pits.

Play

The owner of the red car begins by throwing one dice. He then moves his car forward the number of spaces indicated by the dice. The other players follow in turn — blue, yellow and green. Remember, only one dice is used to move the cars.

Cars may not pass over one another and they may not move sideways. They can only change lanes by moving diagonally. If they cannot overtake by moving into another lane they must stay on the space behind.

[Diagram: a small grid of four spaces with a dashed line showing a car moving diagonally from one lane into the next.]

change lanes diagonally, like this.

Cars must not change lanes in any of the shaded areas (on the corners). When a car lands on a space with instructions on it, those instructions must be carried out.

When a car lands on a space with a small circle in it the player must throw both dice and then consult the Chance Table.

Chance Table

In the column headed "dice throw" he finds the figure he has just thrown. Then he reads across to see what action must be taken. Sometimes he will be told to move his own car, sometimes other players will have to move theirs.

Dice ThrowChance Table
2leading car must move back 6 spaces
3leading car must move back 3 spaces
4red & yellow cars move back 2 spaces
5green & blue cars move back 2 spaces
6the player whose turn it is, moves his own car forward 1 space
7the player whose turn it is, moves his own car forward 2 spaces
8the player whose turn it is, moves his own car forward 3 spaces
9red & yellow cars forward 2 spaces
10green & blue cars forward 2 spaces
11the last car moves forward 3 spaces
12the last car moves forward 6 spaces

Note: on the printed sheet, the 6, 7 and 8 entries share one bracket, with "1 space", "2 spaces" and "3 spaces" listed against 6, 7 and 8 respectively.

When a car makes an extra move as a result of a Chance Table instruction, if it lands again on a space with a circle or with instructions on it, it does not move again.

If the Chance Table moves a car on to a space where another car is already standing, the car being moved must stay just behind (if going forward) or just in front (if being moved back). Cars moved by the Chance Table may change lanes if their owners wish — except in shaded areas.

Races may be of any length but they should not be shorter than 5 laps.

The winning car is the first one to cross completely over the chequered finish line on the last lap.