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Rallytaire

Rallytaire Rulebook

Table of Contents

Table of Contents

  • What you need
  • Turn Sequence
    • 1. Choose gear
    • 2. Roll dice
    • 3. Move
    • 4. Plan corners
  • Driving through corners
  • End of the race
  • Did I win or lose?
  • Advanced game
    • Push the engine
    • Break hard
    • Skip a gear
    • Crash
    • Choose tires
      • Tires match the surface
      • Asphalt tires on a gravel track
      • Gravel tires on a snow track
      • Asphalt tires on a snow track
      • Snow tires on a gravel track
      • Gravel tires on an asphalt track
      • Snow tires on an asphalt track

What you need

  • 1 Rallytaire race sheet
  • 1 pencil
  • 5 six sided dice

Turn Sequence

Each turn consists of these 4 phases:

  1. Choose gear
  2. Roll dice
  3. Move
  4. Plan corners

1. Choose gear

At the start of every turn you have to choose the next gear you'll be driving in. If it's the start of the game you have to begin in 1st gear. After the first turn you can choose to shift to a gear one lower, shift to a gear one higher or stay in the same gear as last turn. You can't go higher than 5th gear and you can't go lower than 1st gear.

Example: Last turn you drove in 2nd gear so this turn you can drive in 1st, 2nd or 3rd gear.

2. Roll dice

Now you'll roll as many 6 sided dice as the gear you chose in phase 1. So if you're in 1st gear you'll roll 1 die, in 2nd gear you'll roll 2 dice, in 3rd gear 3 dice and so on.

3. Move

Every gear has a base speed value. Look at the table below to find your current base speed:

GearBase speed
1st gear1
2nd gear2
3rd gear4
4th gear7
5th gear11

For every 4, 5 or 6 you rolled on the dice in phase 2 add 1 to the speed. Then count as many spaces from your current position on the race track as the speed you're driving at and mark the new position on the track. You can either write an X on the sheet or your current turn number to speed up the progress at the end of the race (see End of the race below).

Example: In your eighth turn you're driving in 3rd gear so you'll roll 3 dice. They show 1, 3 and 5. The base speed value for 3rd gear is 4 and your rolled 5 adds one to the speed so your current speed is 5. You count 5 spaces on the race track and since it is your eighth turn you'll write an 8 in the current space you're occupying.

(The rulebook shows an arrow diagram at this point; it is an illustration of the example and is not reproduced.)

4. Plan corners

If you drove into one or more planning zones this turn, then you will have to plan how to drive through those corners. A planning zone is marked with a red line coming from the corresponding corner.

For each corner you have two options: You can either drive through it normally (check the box with an N) -or- drift through it (check the box with a D). Once you've planned a corner it can't be changed on a later turn, so think carefully. Additionally, you can only ever have one corner that you haven't driven through checked with a D. This means that if you get into a planning zone for a corner but still have to drive through a corner that you had planned to drift through on a previous turn, then you have to drive through this second turn normally. Also if you get into two separate planning zones in the same turn you can only plan to drift through one of them, the other has to be driven through normally. (Note: You can always plan to drive through a corner normally).

Example: In your third turn you get into the planning zones for two corners. You can only plan to drift through one of them. You choose to drive through the first turn normally and drift through the second one.

Driving through corners

Each corner has a number associated to it and a red line between two spaces. This number tells you in which gear you can cross the line. You can also cross it in a lower gear but not higher. If you planned to drift this corner on a previous turn you may cross the line in a gear one higher than this number.

If you drive over this line in a higher gear than allowed you will lose control of your car and drive off the road. Make your next two marks (or numbers) to the site of the corner [sic: the printed word is "site"; the example below says "to the side"] and then start in first gear with the corner space as your first space.

Example: On your sixth turn you are in 3rd gear but cross a corner that only allows you to drive through it in second gear (since you planned to drive through it normally). You mark a six and a seven to the side and on your eighth turn you can start normally in first gear. A three on your die means you only get to move one space.

(The rulebook shows corner diagrams with these examples; they are illustrations and are not reproduced.)

End of the race

When you drive over the finish line (the last line of the race track) you have to find out your time for the race. Count the turns it took you to finish it, save the last turn, and multiply it with 10 seconds. Then count the number of spaces you had to move on your last turn (there's an invisible space just after the last line of the track) and your speed and consult the table below. Add that number to your time (numbers are in seconds).

Time table (rows: speed; columns: spaces moved on the last turn, 1 to 16; decimal commas as printed):

       1     2     3    4     5     6    7     8     9    10   11    12    13   14    15    16

  1   10

  2   5,0 10

  3   3,3 6,7 10

  4   2,5 5,0 7,5 10

  5   2,0 4,0 6,0 8,0 10

  6   1,7 3,3 5,0 6,7 8,3 10

  7   1,4 2,9 4,3 5,7 7,1 8,6 10

  8   1,3 2,5 3,8 5,0 6,3 7,5 8,8 10

  9   1,1 2,2 3,3 4,4 5,6 6,7 7,8 8,9 10

 10   1,0 2,0 3,0 4,0 5,0 6,0 7,0 8,0 9,0 10

 11   0,9 1,8 2,7 3,6 4,5 5,5 6,4 7,3 8,2 9,1 10

 12   0,8 1,7 2,5 3,3 4,2 5,0 5,8 6,7 7,5 8,3 9,2 10

 13   0,8 1,5 2,3 3,1 3,8 4,6 5,4 6,2 6,9 7,7 8,5 9,2 10

 14   0,7 1,4 2,1 2,9 3,6 4,3 5,0 5,7 6,4 7,1 7,9 8,6 9,3 10

 15   0,7 1,3 2,0 2,7 3,3 4,0 4,7 5,3 6,0 6,7 7,3 8,0 8,7 9,3 10

 16   0,6 1,3 1,9 2,5 3,1 3,8 4,4 5,0 5,6 6,3 6,9 7,5 8,1 8,8 9,4 10

Example: You go over the finish line on your 15th turn, add 140 seconds to your time. On this last turn your speed was 9 (you were driving in fourth gear). You drove 5 spaces so when you check the table you see that you have to add 5,6 seconds to your time so your final time for the track is 145,6 seconds.

Did I win or lose?

Rallytaire isn't about winning or losing the game. It's about racing as fast as you can through the race track and beat your own records. You can also compare times with friends or log on to Boardgamegeek.com and compare times with players from around the world. Now go on and have fun!

Advanced game

When you've played the basic game a few times you can try the advanced game. It's just like the basic game but you have to drive all stages of a race sheet in order and you get these extra options:

Push the engine

If you need the extra speed you can add another die to your dice pool for one turn. So if you are in 3rd gear you get to throw four dice! (Your base speed value remains the same though, in 3rd gear it's 4).

This does put some wear on your engine so check one Engine box on the race sheet.

Break hard

Are you going a little too fast? You can throw one die less for one turn by breaking a bit harder than normally but you have to check one Breaks box on the race sheet.

Skip a gear

A difficult turn coming up but you are a gear too high? Don't worry, you may skip one gear when shifting down (not up). So you can go from 4th gear down to 2nd. This does damage your gearbox slightly so you have to check a Gearbox box on the race sheet.

Crash

Whenever you crash (drive too fast through a corner) you damage your car. Check a Car box on the race sheet. If you crash for the third time (without fixing your car between stages) you are out of this race, better luck next time!

Choose tires

Before the race you can choose what type of tires to use. Check the black Tires box for asphalt tires, check the brown Tires box for gravel tires or check the blue Tires box for snow tires. Depending on the tires you choose and the surface you are driving on (black = asphalt, brown = gravel and blue = snow) the rules may vary slightly:

Tires match the surface

When the tires match the surface you are driving on (f.x. gravel tires on a gravel track) no rule changes have to be made.

Asphalt tires on a gravel track

If you have chosen asphalt tires and are driving on a gravel track you need a 5 or a 6 on a die to add 1 to your speed. So unlike perfect conditions a 3 doesn't add 1 to your speed.

Gravel tires on a snow track

If you roll 3 of a kind you lose control of your car for a moment and you can't switch gears on your next turn.

Asphalt tires on a snow track

You need a 5 or a 6 on a die to add 1 to your speed and if you roll 3 of a kind you lose control of your car for a moment and you can't switch gears on your next turn.

Snow tires on a gravel track

Every 1 rolled on your dice cancels out one 4, 5 or 6 rolled on the same turn.

Gravel tires on an asphalt track

You roll one die less than normally on your turn. So if you are in 4th gear you'll only roll 3 dice.

Snow tires on an asphalt track

You roll one die less than normally on your turn and every 1 rolled on your dice cancels out one 4, 5 or 6 rolled on the same turn.

Between stages

Between two stages you have the option to fix your car. If there is a service park located between the stages you have 4 available fix-points to use (you'll notice a SP after the track on the race sheet). With no service park you and your co-driver have to fix the car yourself so you only have 2 available fix-points.

Each fix-point can be used to uncheck one Engine, Breaks, Gearbox or Car box. One fix-point can also be used to change tires.

  • Between stages