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Table-MotoGP: The Moto GP Licensed Board Game thumbnail

Table-MotoGP: The Moto GP Licensed Board Game

Table-MotoGP: The Moto GP Licensed Board Game Rulebook

Table of Contents

Table of Contents

  • 1. Preparing
  • 2. Qualification
  • 3. Start of the Race
  • 4. Movement
  • 5. Stop & Go Penalty
  • 6. Corner / Chicane / Hairpin
  • 7. Boxes
  • 8. Fuel
  • 9. Crash
  • 10. Engine Break Down
  • 11. Extra Power
  • 12. Lapped
  • 13. Points

1. Preparing

Each player controls one team with two motorcycles.

The goal is to win each race, but this is also a team sport, so you've got to try to get both motorcycles to the finish line to score points for your team.

Each race is 3 laps and a race is over when the first 3 motorcycles has crossed the finish line and everybody has had his turn. The rest of the motorcycles are given points after the positions on the circuit.

Before each race starts, each player get these cards: 2x Extra Power, 1x Boxes, 2x Crash and 2x Fuel.

Extra Power cards can already be used in the qualification and gives the player the right to roll the dice once more, but it is also wise to save the Extra Power cards for the race.

Each time a motorcycle passes the start / finish line, the player gets one Fuel card and can pick one of these cards as well: Boxes, Crash or Extra Power.

2. Qualification

At the qualification each player rolls the dice six times for each of his motorcycles. The motorcycle which travel furthest, takes pole position and so on.

There are speed limits in corners/chicanes during the race and these speed limits should also count during the qualification (see Rule 6).

(Diagram: the first motorcycle has rolled the dice six times and moved in the inner lane through the first and second corner, but in the third corner it rolled a '5' and has to take the outer lane in that corner.)

OBS! The green and black spaces is not in play during the qualification.

3. Start of the Race

When all the motorcycles have done the qualification, they are lined up at the starting grid in the right order. This is how it looks like – three and three side by side.

During and after the start you always roll for the motorcycles according to the order they are placed on the circuit.

On the grey spaces there can maximum be three motorcycles side by side. The one on the inside always rolls first.

4. Movement

A motorcycle is always moved according to the roll of the dice, unless there is no room in the space where the motorcycle was supposed to end its move.

Each time a player rolls a '6', he must roll again.

If the player rolls a '6' the second time, the motorcycle is moved 6+6 spaces, unless there is no room in the space where the motorcycle was supposed to end its move. And the player must roll once more to see if the motorcycle gets a Stop & Go penalty (see Rule 5).

If the player rolls a '6' for the third time in a row, the motorcycle gets a Stop & Go penalty which must be take as soon as the motorcycle gets to the chequered space.

If the player rolls a '1-5' in the third roll, there is no penalty.

OBS! A motorcycle can maximum be moved 12 spaces for each turn and therefor the player can't play an Extra Power card, if he rolled a '6' in his first dice roll, since the player must roll once again already.

5. Stop & Go Penalty

A Stop & Go penalty is always taken on the chequered space on the circuit. Place a marker (these don't come with the game!) with the motorcycles number next to the chequered space, so you remember to stop the motorcycle and conduct the Stop & Go penalty.

The motorcycle goes around the circuit as normal and can use Extra Power cards, must stop at the chequered space and loses the next turn.

6. Corner / Chicane / Hairpin

If a motorcycle is about to enter a corner/chicane and rolls '1-4', it has a perfect speed for that corner and can use the inner lane which is the shorter way through the corner/chicane.

If a motorcycle is about to enter a corner/chicane and rolls '5-6', it doesn't have a perfect speed for that corner and must use the outer lane which is the longer way through the corner/chicane.

OBS! You are allowed to use the outer lane even if you roll '1-4'.

In a corner/chicane which is always marked by the red spaces, there can only be one motorcycle in each space, both in the inner lane and in the outer lane (which has two separate spaces and therefor can hold two motorcycles behind each other).

Since there can only be one motorcycle per red space, your dice roll has to be high enough to overtake another motorcycle or else your motorcycle will be blocked and has to be placed behind the blocking motorcycle.

If your motorcycle stops in the middle of a corner/chicane in the outer lane, your motorcycle can shift lane in the next turn, but only if you roll '1-4'. If you roll '5-6', your motorcycle must stay in the outer lane (the longest way in a corner/chicane).

If a space in a corner/chicane in front of your motorcycle is occupied by another motorcycle, you can move through the space to overtake. If your dice roll isn't high enough, your motorcycle must be placed behind the blocking motorcycle.

OBS! A motorcycle in an inner lane always roll and move before a motorcycle in an outer lane in the same space and in the same turn.

If your motorcycle has stopped in the outer lane and rolls a '1-4' in the next turn, it can move into the inner lane.

(Diagram: the motorcycle is in the B space in the outer lane, rolls a '1-4' and can move into the inner lane in the next space. But the player can choose to stay in the outer lane.)

(Diagram: the motorcycle is in the A space in the outer lane, rolls a '1-4' and can move into the inner lane, but this must be to the same space. But the player can choose to stay in the outer lane.)

(Diagram: the motorcycle is in the inner lane, rolls a '5-6' and must move into the outer lane in space A in the next space.)

In a hairpin there can only be one motorcycle per space. (Strangely enough there is no speed limit in a hairpin like in a corner/chicane, but since there can only be one motorcycle per space, I guess you will be blocked more often.)

OBS! You can't use Extra Power cards, if your motorcycle is placed on a red or yellow (pit lane) space!

7. Boxes

If your motorcycle stops on a black space with the word BOXES, you must play a Boxes card from your hand and thereby avoid a mechanic failure on your motorcycle.

If you don't have a Boxes card in your hand, the motorcycle gets a mechanic failure and must enter the pit lane (the yellow spaces), when it gets around to this and without using Extra Power cards!

Place a yellow marker (these doesn't come with the game) next to the entry of the pit lane, so you remember to enter, when your motorcycle gets around to the pit lane entry.

OBS! A motorcycle with a mechanic failure, can never use an Extra Power card until it has left the pit lane again.

Please note that the Boxes spaces only apply for the first two laps, since you can't enter the pit lane on the last lap.

When a motorcycle has entered the pit lane, the dice roll is always halved ('1-2' = 1 space, '3-4' = 2 spaces, '5-6' = 3 spaces), when the motorcycle is standing on a yellow space.

If the motorcycle stops on the black BOXES space in the pit lane, it has to enter the pit lane again on the next lap, unless the player has a Boxes card in his hand to play.

(Diagram: a player has rolled a '4' and the motorcycle therefor only moves 2 spaces.)

OBS! A motorcycle can never use an Extra Power card until it has left the pit lane again.

Please note that there can only be three motorcycles side by side in a pit lane space.

8. Fuel

If your motorcycle stops on a green space with the word FUEL, you must play a Fuel card from your hand and thereby avoid your motorcycle from running out of fuel.

If you don't have a Fuel card in your hand, the motorcycle runs out of fuel, is disqualified and is taken out of the race immediately!

The other motorcycle in your team can still race, if this hasn't already been taken out of the race.

OBS! A disqualified motorcycle can't score point to its team!

9. Crash

If your motorcycle stops on a black space with the word CRASH, you must play a Crash card from your hand and thereby avoid your motorcycle from crashing and lose a turn.

If you don't have a Crash card in your hand, the motorcycle crashes and loses a turn.

10. Engine Break Down

If your motorcycle stops on a black space with the word ENGINE BREAK DOWN, your motorcycle's engine is blown up and your motorcycle is immediately removed from the circuit.

A motorcycle which break down, is still qualified to score points, if it is in Top 15 in the race.

11. Extra Power

If a motorcycle is on a grey, black or green space, at the start of its turn, the player can use an Extra Power card from his hand and make an extra dice roll.

A player can't use an Extra Power card, if his rolled a '6' in the first dice roll, since that will already give him an extra roll.

If a player rolls a '6' in his Extra Power roll, the player can't roll again, since a motorcycle can only move a maximum of 12 spaces.

OBS! If a player wants to use an Extra Power card, this must be played after the first dice roll and can't be played if the first dice roll was a '6', since that would already give the player an extra dice roll.

VARIANT: You can let an Extra Power Card be a '6' instead of an extra dice roll.

12. Lapped

A motorcycle that is lapped by the leading motorcycle, is taken out of the race AND the whole team is disqualified from the race and thereby score no points in this race!

13. Points

1st place: 25 points

2nd place: 20 points

3rd place: 16 points

4th place: 13 points

5th place: 11 points

6th place: 10 points

7th place: 9 points

8th place: 8 points

9th place: 7 points

10th place: 6 points

11th place: 5 points

12th place: 4 points

13th place: 3 points

14th place: 2 points

15th place: 1 point

You will race for both driver championship as well as the teams championship.