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Reality Shift

Reality Shift Rulebook

Table of Contents

Table of Contents

  • Component List
  • Setup
  • Winning the Race
  • Player Turn
  • Moving on Your Turn Example
  • 180° Turn and Checkpoint Example
  • Moving
  • Shifting Reality
    • Slide Cube
    • Rotate Cube
    • Flip Cube
    • Tilt Cube

Component List

  • A: 1 Start Cube. Identifiable by the start icon on each side.
  • B: 1 Finish Cube. Identifiable by the finish icon on one side.
  • C: 7 Track Cubes. Each Track Cube has a number (1-7) on one of their sides. Players may drop checkpoints on these numbers to respawn there if they are destroyed.
  • D: 48 Action Cards.
  • E: 4 Summary Cards. One in each player color.
  • F: 4 Light Bike magnetic figures. One in each player color.
  • G: 7 Checkpoint Cards numbered 1 through 7.
  • H: 1 Speed Die.

Setup

TRACK - Place the 9 Cubes in a 3X3 square with the following requirements:

  • The Start and Finish Cubes must be at opposite corners of the 3X3 square.
  • The Finish must be facing up.
  • The Start Cube must have a white side face up.
  • The center and 2 other corner cubes must have a white side face up.
  • The 4 remaining cubes must each have a different colored side face up (red, yellow, blue, and green).
  • How each cube is rotated does not matter and should be random. There does not have to be a continuous path from Start to Finish or between any cubes.

ACTION DECK - Shuffle the 48 Action Cards and place the deck next to the Track.

CHECKPOINT CARDS - Place the 7 Checkpoint Cards face up beside the Track.

PLAYER PIECES - Each player chooses a color and takes the following pieces:

  • Their color's Light Bike figure.
  • Their color's Summary Card.
  • A hand of 3 Action Cards drawn from the Action Deck.

FIRST PLAYER - Randomly choose a first player and give that player the Speed Die.

FREE DOWNLOADABLE EXPANSIONS - Visit www.AcademyGames.com for free alternative track setups and other content.

Winning the Race

FINISH - The player who moves their Light Bike figure into the space with the Finish symbol immediately wins the race.

Player Turn

Turns - Players take turns, starting with the first player, until one of them wins the race.

Starting Turn - Roll the Speed Die at the start of your Turn.

Actions - On your turn, you may perform each of these Actions once in any order:

  • Move With Die - Move your Light Bike the full number of spaces indicated on the Speed Die you rolled at the start of your turn. This Action is NOT optional and you must use your Speed Die to move the full amount.
  • Move With Card - Play and discard a card from your hand to move your Light Bike the full number of spaces indicated at the top of the card. You may forgo the movement on the played card to turn your racer 180° in the same space. This Action is optional and you may choose not to perform it.
  • Shift Reality - Play and discard a card from your hand to move a Cube in the way shown in the middle of the card (See rules on page 5). This Action is optional and you may choose not to perform it.

Ending Turn - After you have performed your Actions, draw your hand back up to three cards from the Action Deck and pass the Speed Die to the next player.

Moving on Your Turn Example

The red racer starts her turn by rolling a 3 on the Speed Die.

She plays an Action Card from her hand to move her Light Bike 4 Spaces from one cube to another.

She then uses her Speed Die to move her Light Bike 3 Spaces to the side face of the cube. Notice that her Light Bike is pointing in the last direction she moved.

She decides not to Shift Reality and ends her Turn by passing the Speed Die to the next player.

180° Turn and Checkpoint Example

The yellow racer's Light Bike is facing a dead end and will crash if he moves any further. So he plays an Action Card that gives him 3 movement but instead of using the movement, he turns his Light Bike 180° in the same space.

Then he uses his 5 movement from his Speed Die to move over the number 6 Checkpoint. No other player has Activated this Checkpoint, so the yellow racer Activates it and takes the number 6 Checkpoint Card, placing it face up in front of himself.

Moving

Materializing - If your Light Bike is not on the track at the start of your Turn, place it on any space with a Start icon or on your Activated Checkpoint. You may point the figure in any direction.

Spaces - Your Light Bike may only move to spaces on the black track. Spaces are separated by red lines.

Moving between cubes - Your Light Bike may move between adjacent spaces on two cubes if both spaces go to the edge of their cube faces.

Moving between faces - Your Light Bike may move between adjacent spaces on two faces of the same cube if both spaces go to the edge of their face.

Direction - Your Light Bike may only move to a space in front, to the left, or to the right of the direction the figure points. It may not move backwards.

New Direction - After moving to a space, your Light Bike must point in the direction it moved.

Full Move - You must move your Light Bike the full distance that is provided by the Action Card or Speed Die with which you are using to move.

Crash - If your Light Bike cannot use all of its movement because it has reached a dead end, your Light Bike is destroyed and removed.

180 Turn - When you play an Action Card to move, you may forgo all of the movement provided by the card to turn your bike in its space to point the opposite direction.

Checkpoint - Each player may Activate 1 Checkpoint during the race. When you move onto or pass over a numbered Checkpoint that has not already been Activated by another player, you may choose to Activate it and take the matching Checkpoint Card. You may now Materialize at that checkpoint.

Shifting Reality

Moving Cubes - Actions Cards allow you to Shift Reality to move cubes and anything on them in 4 different ways: Slide, Rotate, Flip, and Tilt.

Cube Color - You may only move a cube whose top face matches the color of the card being used to Shift Reality.

White Is Wild - White is wild and is considered any color when Shifting Reality. White Action Cards can move any cube. Cubes with a white face on top can be moved by any Action Card.

Inaccessible Cubes - A Cube may not be moved if it has another cube on top of it or if it is surrounded on all four sides by other cubes.

Protected Cubes - You may not move a cube if a player's Light Bike is on a face that matches their color. Their Light Bike may still be crushed by another moving cube though. A Light Bike on a white face does not protect the cube from being moved.

Crushing - If the face a player's Light Bike is on is ever covered by another cube at any point during the shifting of a cube, their Light Bike is destroyed and removed from the track. They will be able to materialize at a Start icon or their Checkpoint at the start of their next Turn.

Covered Spaces - Start, Finish, and Checkpoints may be made inaccessible if their face is facing down or is covered by another cube. Covered Start icons and Checkpoints cannot be used to Materialize.

Blind Sides - You may not look at covered faces.

Connecting Cubes - A cube may not be moved so that it does not connected to any other cube. Two cubes are connected if they are orthogonally or diagonally adjacent.

Slide Cube

Move a cube orthogonally the width of one cube. If the cube has nothing under it after it is moved, move the cube down until it rests on the play surface or on top of another cube.

Slide Example - The blue racer plays a green slide card. Since the card is green, she can only move a cube with a green or white side face up. She chooses to slide the cube that is on top of another cube. The Cube has nothing underneath of it after she slides it, so it falls until it rests on the table. This crushes the red racer.

Rotate Cube

Rotate the cube around its center so that it remains in the same place and the top face remains the same. The Action Card will indicate that the cube must be rotated either 180° or 90°. You may choose to rotate the cube in either direction if rotating it 90°.

Rotate Example - The green racer plays a white 90° rotate card. Since the card is white, she can rotate any cube 90° either clockwise or counter clockwise. However, the red player is on a red face, so she cannot move that cube and she cannot rotate the cube that has a cube on top of it. She chooses to rotate the cube with the yellow player on it, crushing the yellow player.

Flip Cube

Flip the cube onto another side so that it remains in the same place. The cube may not be rotated during the flip. The Action Card will indicate that the cube must be flipped either 180° or 90°.

Flip Example - The Green racer plays a 180° yellow flip card. Since the card is yellow, she can only move a cube with a yellow or white side face up. She also cannot move the cube that is surrounded by 4 other cubes. She chooses to flip the cube with the yellow racer on it upside down, crushing the Yellow racer.

Tilt Cube

Tilt a cube around one of its edges that touches the play surface or another cube's edge. Rotate the cube around the edge until it is blocked from moving further by another cube or the play surface.

Tilt Example - The blue racer plays a red tilt card. He can tilt the red topped cube along a bottom edge next to the table, a side edge next to another cube, or a top edge next to another cube.