Super Slow Sloths
Super Slow Sloths Rulebook
Table of Contents
Table of Contents
The Aim
Be the last sloth to cross the finish line. Lose the race to win the game!
Contents and Set-Up
[Number unreadable] race track pieces, 1 sloth spinner, 6 sloth playing pieces, 6 sloth character cards, [number unreadable] Water Station card, 25 Snooze cards, 36 Sabotage cards, 32 Speed cards.
Build your track to form a pathway (with the start and finish at either end) or a circle (with the start and finish back to back).
For a shorter game, build with fewer track pieces. You can't have [unreadable] of the river pieces: either put both river pieces in your track, or neither.
[Opening word unreadable] you have the following card types: Speed, Snooze, Sabotage. [Unreadable] each pile and place them by the track with the spinner.
Tie-Breaker
In the unlikely event that a Speed or Sabotage card forces all remaining sloths to be eliminated at once, a Tie-Breaker must be performed to determine the winner.
Stand up, look sharp, you must now race for real!
All players affected must line up facing the same direction. On three, all tie-break players move slowly forwards, moving continuously without stopping. The last person to touch the wall (or reach an agreed point) wins the game! Sloths who were eliminated prior to the "Race for Real" tie-break will act as judges to make sure the competitors are continuously moving forward, eliminating anyone who cheats.
Snooze, Speed and Sabotage Cards Explained
Snooze Cards (x25): These generally help your sloth, allowing it to stay where it is, deflect a Sabotage card or move back toward the start line. Take note: sloths can only ever move back as far as the start line, not behind it. If you are on the start line and draw a Snooze card that says "Move Back", stay where you are.
Speed Cards (x32): These cards propel sloths forward. Maybe your sloth, maybe another player's sloth fate will decide.
Sabotage Cards (x36): These cards allow you to hinder an opponent's progress, but be warned: they sometimes backfire and sabotage your own sloth!
Some Speed and Sabotage cards are All Play or 1-on-1 cards.
All Play Cards: Apply to all non-eliminated sloths, unless an exception is indicated on the card.
1-on-1 Cards: Pit two sloths against each other, typically the player who draws the card and an opponent of their choice, unless the card is drawn by an eliminated sloth. An eliminated sloth can choose 2 remaining racers to go head-to-head against each other instead.
Special Track Spaces
This is a standard track space. Four spaces on the track are special track spaces. If a player lands on a special track space, they must carry out the action explained below.
Insomnia: You can't get no sleep! Have another go straight away if you land on this space. This applies on your turn only, not if you have been moved to this space on another sloth's turn.
River: Swim straight to the other river space. This action applies both on your turn and if your sloth is moved to a river space on someone else's turn. Once the first sloth has crossed the finish line and been eliminated, if you want to speed up the game you can choose to let the river "dry up", so sloths no longer move back to the river space. [Parts of this entry, where the glare crosses the text, are unreadable.]
Hurdle: [Opening lines unreadable.] Hurdles don't stop a sloth [unreadable]. [Most of this entry, including the spinner and move-back instructions, is obscured by glare in the photo and cannot be transcribed reliably.]
Closing line: Snooze, Sabotage and [unreadable] your way to victory. May the slowest sloth win!
A Speedy Summary
Step 1: Prepare to Hydrate. Decide as a group where on the track to place the Water Station. Position the Water Station card tucked under a space on the track but visible, in the agreed place (see right for more info).
Step 2: Sloth Up! Select a sloth character card and the matching playing piece. Place your sloth on the start line, and your sloth character card in front of you. A minimum of 3 sloths must start the race.
Step 3: On Your Marks... Get Set... SLOOOOOW! You're ready to play. Unless [unreadable] first! The most sloth-like player [unreadable]. [Unreadable] draws a card from the corresponding [unreadable] pile and follows the instructions. Play saunters on in a clockwise [unreadable].
Step 4: And They're Sloth[unreadable] Race Until... Elimination: if you cross or reach the finish line, you're out! Victory: if you're the last sloth hanging, you win!
The Nitty Gritty
Water Station Card (x1): Every time a sloth is eliminated, all sloths behind the Water Station move forward to the space level with it to rehydrate, evening up the field of play and speeding up the race. If you're in front of it (i.e. between the Water Station and the finish line), stay where you are.
Sloth Characters (x6): These come into their own after elimination! Once eliminated, players can turn over their sloth character cards to reveal a Sabotage power, used to wreak havoc upon the rest of the game (see right for more info).
In Play, You Must:
- Read out the heading, and then the instructions, on the Snooze and Sabotage cards.
- Return [unreadable] cards to the bottom of the [unreadable] draw pile once the instructions on the [unreadable] have been completed.
- Draw a card of the same type if the sloth character [unreadable] refers to isn't in play or has already been [unreadable] (see overleaf for extra card info).
- Respect special board spaces (details overleaf).
- Never move back beyond the start line.
- Sabotage fellow sloths once you have been eliminated (see right).
- [Unreadable] to win the game!
After Elimination
Every time a sloth is eliminated from the race, all sloths behind the Water Station at that point move to the space level to it to speed up the race.
Once you reach the finish line, you are eliminated, but all is not lost! You can no longer win, but you can still influence the race by messing with the remaining racers! Turn over your sloth character card and become a Race Saboteur. On your turn you don't spin the spinner. Instead you can either draw a Sabotage card from the deck or use your own Sabotage power (detailed on the reverse of your sloth character card) until the penultimate sloth is eliminated and the winner is crowned.
N.B.: Eliminated sloths are exempt from 1-on-1 and All Play cards. They can of course judge these rounds! If they draw a 1-on-1 Sabotage card once eliminated, they can instead choose two remaining competitors to pit against each other.
The example sloth character card shown is Philosloth[unreadable]. Its Sabotage power reads (partly unreadable): "Level the playing field: force all remaining sloths to move forwards to join the sloth nearest to the finish line."
Winning the Game
When all other sloths have been eliminated, the last sloth hanging wins!