Tekton Dash
Tekton Dash Rulebook
Table of Contents
Table of Contents
Components
- Race Board: The main game board where you race to collect Tiles and reach the finish line. Multiple paths offer different strategic options for your journey.
- Player Boards and Meeples: Player Boards and 6 Meeples (one pair per player). Use your Board to arrange collected Tiles and complete your unique Blueprint pattern.
- Blueprint: Each Blueprint shows a unique pattern that you must recreate by arranging Tiles collected during the race.
- Tiles: 96 Tiles in 4 distinct types and colors that you collect during the race to match your Blueprint pattern.
- Obstacles:
- 6 Spawn points (4 regular, 2 special)
- 6 Stack zones (4 regular, 2 special)
- 6 Boost pads (4 regular, 2 special)
- 6 Block barriers
- Power-up Cards: 26 special ability cards that you can activate when landing on Power-up Tiles, giving you strategic advantages during the race.
- Dasher Specialty Tokens and Guide: 12 Dasher Specialty Tokens that can be used strategically at any point during gameplay to gain advantages. Includes a guide explaining each token's effect.
- Spawn Dice: A specialized six-sided die used to determine the spawning positions during the race. Each face displays unique icons that indicate where new Tiles will appear on the Board.
- Dasher Totem: A special marker for each player that you can place on any floor space of the game Board to claim a Tile.
Game Setup
- Set the Race Board in the center of the table with the Tile Trays around it for easy access by all players.
- Keep the Power-Up Cards and Spawner Dice near the "Flip the Blueprint" area within everyone's reach.
- Place the Podium at the "Flip the Blueprint" end of the Board according to the finishing number, and stack the Totems next to the finishing positions.
- Decide how many players will be rolled into the race. This determines the number of Rows that should be used in the Racing Board, the number of Obstacles, and the number of Dasher Specialty Tokens (see page 5).
- Place Dasher Specialty Tokens face-down on the Podium, matching your player count. Each player receives one token secretly. Keep it hidden from other players!
- Pick your Player Boards and Meeples, then gather around the Board to begin your race.
Player Board Setup
- Place your Player Board in front of you and set your sabotage meter to 0.
- Make sure you have one Dasher Specialty Guide and one Dasher Specialty Token. Don't let other players see it!
- Take 2 starting Tiles from the Tile Trays. Make sure they are different colors! Place them regular-side-up anywhere in section 3 of your Board (the 9-square in the center).
- Draw one Blueprint and place it in your Board's Blueprint slot, green side up. The red side stays hidden until you complete Lap 1. Return unused Blueprints to the box.
- Who goes first? The most recent runner or jogger takes the lead, with play continuing clockwise. (Or randomly choose, if you prefer!)
- Place your Meeple on the track matching your turn order. Ready, set, dash!
Obstacles Setup
List of Obstacles
- Spawn
- Stack
- Boost
- Block
- Special Spawn
- Special Stack
- Special Boost
Racing Lanes Setup
The number of players defines the playable area on the Board and the total number of Obstacles to be placed.
| Number of Players | Number of Racing Lanes | Number of Obstacles |
|---|---|---|
| 3 | 3 Racing Lanes | 13 |
| 4 | 4 Racing Lanes | 16 |
| 5 | 5 Racing Lanes | 20 |
| 6 | 6 Racing Lanes | 24 |
For 3 players, choose one of the pre-made setups shown in the rulebook (the 3-player layouts are non-customizable). For 4 to 6 players, customize your own layout.
Stacking and Placement Rules
When placing Obstacles, remember these key rules:
- Obstacles cannot be stacked on top of each other.
- The first two rows from the starting line must remain clear of Obstacles.
- Exception: Players with a Move Obstacles Power-Up Card may place Obstacles in any row.
Obstacle Sets by Player Count
For 4 players, each player receives a Standard Set:
- 1 Spawn
- 1 Stack
- 1 Boost
- 1 Block
For 5 to 6 players, the first four players each receive a Standard Set. The fifth and sixth players each receive a Special Set:
- 1 Special Spawn
- 1 Special Stack
- 1 Special Boost
- 1 Block
Placement Order
Players take turns clockwise to place one type of Obstacle at a time, in this order: Spawn, Stack, Boost and Block. Example: all players place their Spawn first, then all place their Stack, and so on until complete.
A. Spawn: Place regular Spawn Obstacles anywhere except the first two rows from the start line.
B. Stack: Place regular Stack Obstacles anywhere except the first two rows from the start line. Do not stack these with other Obstacles.
C. Boost: When placing Boost, remember these key rules:
- Boosts cannot form a plus shape or a T shape with other Boosts.
- Boosts cannot be placed diagonally with horizontal Blocks.
- Boost arrows cannot point in the same direction in a game setup.
D. Block: Use two types of Blocks: horizontal and vertical. Split them evenly. If the number is odd, players have the agency to choose. Horizontal Blocks cannot be placed in the same row-gap, and vertical Blocks cannot be placed in the same lane-gap.
Special Obstacles: Placement of the Special Set is only unlocked with 5 to 6 players, with the same rule as its regular counterpart.
Tile Setup
Take Tiles from the Tile Trays with an equal number for each color to fill up the Race Board. The number of each colored Tile depends on the number of players:
| Number of Players | Tiles per Type |
|---|---|
| 3 | 6 per type (marked "not recommended" in the rulebook) |
| 4 | 8 per type |
| 5 | 10 per type |
| 6 | 12 per type |
Regular Tiles: After you gather how many Tiles you need to play, place them on the Board randomly, regular side facing up. Players have agency to decide how randomized the placements of the Tiles are. More random, more fun!
Power-up Tiles: After all players agree upon the setup, each player flips 3 Tiles to show the Power-Up side facing up. Again, randomly! Race Board setup is done.
Race Overview
First Lap
- Goal: Complete your Green Blueprint mission and reach the Flip Line.
- You get 1 Action Set per turn.
- Strategic tips:
- Use Obstacles to your advantage.
- Collect Power-up Tiles to use Power-Up Cards.
- Power-Ups activate when round 3 begins.
- After completing the 1st lap, flip the Green Blueprint to the Red Blueprint. The Tiles remain on your Board. Dash into the 2nd lap and rearrange your Tiles!
Second Lap
- Goal: Complete your Red Blueprint mission and cross the finish line.
- The first player to complete their Blueprint and lap unlocks 2 actions per turn for all players, starting with the first lap winner at the beginning of the next turn.
- Reward: Get 1 extra Dasher Specialty Token at the Flip Line based on your first lap finishing position.
- Keep Racing: Your Tiles stay on your Board. Rearrange them to match your Red Blueprint pattern.
Taking a Turn
Each turn, you use your Action Set (see Action Sets below). The available actions are:
- Move: Move one square in any direction (straight or diagonal).
- Take: Collect a Tile from beneath your position to your Player Board.
- Put: Place a Tile beneath your position on an empty floor.
- Special Move: Move a Tile one space in a plus-shaped pattern (no diagonals).
- Spawn: Roll the Dice to Spawn Tiles. The Dice faces show:
- Regular Tile under your position
- Power-Up Tile on Spawn area
- Regular Tile on Spawn area
- No Spawn
Action Sets
Every player must complete a Full Action Set or a Special Move. Every player can't skip one of the actions, even if it's inconvenient.
- Set A: Choose either Move then Take, or Take then Move.
- Set B: Choose either Move then Put, or Put then Move.
- Set C: Choose either Move then Spawn, or Spawn then Move.
- Special Move: Slide a Tile. You can't move diagonally.
How to Race
- Each player gets 1 Action Set per turn.
- After a player completes the 1st lap with the Green Blueprint, all players get 2 Action Sets next round.
- Power-Up Tiles activate only when the game reaches round 3.
- Only 1 player is allowed per floor.
- Your Board limit: 4 Tiles per color and 4 Power-Up Tiles.
- The Blueprint has two sides: green (Lap 1) and red (Lap 2). Only flip to the red side once. By the time players reach the Flip the Blueprint line, they need to complete the Green Blueprint exactly as shown, without any excess Tiles.
- Stop for one turn, then continue next round.
- Lap 2 restrictions:
- Limited to one Special Move per round.
- Returned Power-Up Tiles need a one-round cooldown before being taken again.
- Dasher Specialty Token: use anytime, then discard after.
Stuck? A player can move a blocking piece to continue.
Tiles and Obstacle Rules
Power-Up Tiles
- Collect a Power-Up Tile to get a Power-Up Card.
- Your Board limit: 4 Tiles per color and 4 Power-Ups.
- Power-Ups can be activated starting round 3.
When a player picks a Power-Up Tile, draw a Power-Up Card. Decide whether to use it. If not, return the Power-Up Tile, skip your turn, and place the card in the graveyard pile.
Regular Spawn
- Tiles (regular and Power-Up) may appear based on the Dice roll.
- After spawning, Tiles move sideways:
- Center Tiles shift left or right.
- Edge Tiles fall off the Board.
- Tiles stop at Blocks or stack in empty floor.
Special Spawn (5 to 6 players)
Works like a regular Spawn, with the exception that you can choose to Spawn one of the 2 types of Tiles shown on the top.
Regular Stack
Up to 2 Tiles can stack here. New Tiles go on top. Take Tiles from the top only.
Special Stack (5 to 6 players)
Up to 3 Tiles can stack here. New Tiles go on top. Take Tiles from the top only.
Boost
When you land on a Boost Obstacle, either collect any available Tile and move one space in the arrow's direction, or collect after moving as per the Action Set.
Special Boost (5 to 6 players)
When you land on a Boost Obstacle, either collect any available Tile and move one space in the arrow's direction, or collect after moving as per the Action Set.
Block
A Block Obstacle prevents Dashers from moving forward or diagonally through its position.
Power-Ups Card
When your Dasher picks a Power-Up Tile, you draw one Power-Up Card. You must then decide whether you want to use it. If you choose not to use the Card, return the Power-Up Tile, skip your turn, and place the card in the graveyard pile.
Each time you use a Power-Up Card to target other players, move your sabotage slider 1 point to the right.
The cards printed in the rulebook are:
- Book Tiles: Book 1 Tile from the Racing Board. Put a Totem on top of the Tiles. It can only be picked up by you.
- Put Away: Choose 1 Tile from another Player's Board and return it to the supply tray.
- Swap Tiles: Exchange one of your Tiles from your Player Board with any Tile on another Player's Board.
- Freeze: Freeze 1 player's movement for 1 turn. The player can't do any Action Set.
- Put Back: Select 1 Tile from any Player's Board and return it to an empty floor on the Racing Board.
- Swap Position: Exchange positions with any player within 3 rows of your current position.
- Linking: Force a trade of 1 Tile with another player, then move that player back 1 floor.
- Move Dasher: Move a player to 2 floors of your choice. Obstacle effects remain active.
- Plus Action: Perform one extra Action Set. You cannot use a Special Move or collect a used Power-Up Tile you placed down this round.
- Move Block: Move one Block to any empty gap, following the Obstacle placement rules. Vertical Blocks will remain vertical, and horizontal Blocks will remain horizontal.
- Burn Tiles: Choose 1 Tile on the Racing Board and return it to the Tile Trays.
Dasher Specialty Tokens
Each player has a unique specialty ability that can be used once per game. After completing the first lap, you receive a second Specialty Token. Specialty Tokens can be played at any time during your turn or in response to other players' actions.
- Rock Solid: You are not affected by wall Blocks.
- Dig It Up: Take 1 Tile below you, if available.
- Frogy Jump: Jump over an adjacent player and stand next to them.
- No, No, NO: Ignore the effects of Freeze, position swaps, or putting away Tiles.
- Bulldoze: Cancel any Power-Ups that involve moving stacks, blocking, spawning, or boosting.
- Super Ticket: Swap 1 Tile from your Board with a Tile on the floor where you stand.
- Bonk!: Swap positions with a player adjacent to you.
- Trash It: Put 1 Tile where you stand, if there is space.
- Dice Master: Perform 2 Spawn actions. You may choose the best result for yourself.
- Super Glue: Ignore the effect of a Boost.
- Reflect: Counter any action involving putting back Tiles, swapping Tiles, or putting away Tiles.
- Nope: Cancel another player's Spawn action.
End Game
To be the ultimate champion, you must race to the finish line on Lap 2 and complete the Red Blueprint. Finish both, and victory is yours!
The game ends when one of these two conditions is met.
But hold on, the game isn't over yet! While our winner claims victory, the remaining players still need to prove their worth in this final lap! Keep racing till everyone finishes! Don't give up!
Tektonpedia
After finishing your race, you can check which Tekton or Mekton represents your personality in the Tektonpedia. The Tektonpedia, our magical personality guide, matches your racing achievements to either a quirky Tekton or a chaos-loving Mekton character. Check your race results to uncover which character mirrors your gameplay style.
Tektonpedia Table
- Lap 1: Find your position in the yellow row (1 to 6).
- Lap 2: Find your position in the brown column (1 to 6).
- Your personality number is where these intersect.
- You're a Mekton if you used 5+ sabotages!
| Lap 2 (down) \ Lap 1 (across) | 1 | 2 | 3 | 4-5 | 6 |
|---|---|---|---|---|---|
| 1 | 1/1 | 2/1 | 3/1 | 4-5/1 | 6/1 |
| 2 | 1/2 | 2/2 | 3/2 | 4-5/2 | 6/2 |
| 3 | 1/3 | 2/3 | 3/3 | 4-5/3 | 6/3 |
| 4-5 | 1/4-5 | 2/4-5 |
Each cell reads Lap 1 position / Lap 2 position, which is the personality number.
Example: 2nd place (Lap 1) × 3rd place (Lap 2) = 2-3 on your sabotage meter only 4. Find personality #2-3 in the Tekton profiles of the Tektonpedia.
Tekton or Mekton
Each time you sabotage another player using a Power-Up Card, your sabotage meter increases by one point. This determines whether you're a Tekton or a Mekton!
Every sabotage reveals your racing nature:
- Use Power-Ups to disrupt other players.
- Watch your sabotage meter climb.
- Your total sabotages shape your destiny.
The Verdict:
- 0-5 sabotages: You're a Tekton.
- 6+ sabotages: You've embraced the Mekton way.
Additional Resources
Game Setup Video: Need help with the rules? Watch the video guide at https://danchiego.com/tekton-dash/setup-video for a clear explanation of TektonDash gameplay, including strategies and special scenarios.
Source Notes
The following points are as printed in the publisher's rulebook and are reproduced without correction:
- The Tektonpedia table step 4 says "You're a Mekton if you used 5+ sabotages!", while the verdict says "0-5 sabotages: You're a Tekton" and "6+ sabotages: You've embraced the Mekton way". These thresholds conflict; both are transcribed as printed.
- The End Game section says "The game ends when one of these two conditions is met" but the two conditions are not listed in the printed rulebook.
- The printed rulebook's Power-Up cards are illustrated with 14 cards (Book Tiles through Move Boost). The rulebook says there are 26 Power-Up cards in total; the remaining cards are not shown in the text.
- The Tile Setup table marks the 3-player row "not recommended".
- The rulebook's Obstacle, Tile and Action Set layouts are shown in diagrams on pages 6 to 10 and 13; the diagrams are not reproduced here.