The Great Races
The Great Races Rulebook
Table of Contents
Object
To score the most points by winning – or placing second – as many of the eleven races as possible. Each player enters the various races according to the throw of the dice, and then advances toward each finish line by rethrowing the number of that race.
Equipment
One game sheet, four dice, pencil for each player.
Preliminaries
Each player throws the dice and the one with the highest total plays first. The player puts his initials at the top of the first column in the scoring area marked 'Players'. The next player (the person sitting to the left of the first player) places his initials at the top of the second column, and so on. In each race entered, a player will use the track that corresponds to his scoring column – that is, the first player will use the uppermost track in each race, the second player will use the track just below that, and so on.
Play
A player throws the four dice when it is his turn. The player then divides them into two pairs in any manner he chooses. For each pair of dice, the player marks off one space on his track in the race corresponding to the total of the two dice.
For example: a player throws 2-3-5-6. The player can mark off one space in race 5 (2+3) and one in race 11 (5+6), or one space in race 7 (2+5) and one in race 9 (3+6), or two spaces in race 8 (2+6 and 3+5). As races are finished, players may find that they are unable to use one or even both of their dice totals.
Scoring
The player marking off the last space in the race has won that race. The winner of a race records the points for first place (higher number in the crossed flags at the end of the race) in his scoring column. If one or more of the other players has passed the double vertical line (which occurs in different positions in the various races), the one who is the farthest advanced scores the points for second place (lesser number in the crossed flags). In case of a tie, the player – among those tying – in the lowest track (that is, who started later) wins the points. If no player has passed the double line at the time a race is won, there is no score for second place in that race.
Winning
When all 11 races have been completed, the player with the highest score is the winner. In case of a tie, the player – among those tying – whose scoring column is farthest to the right (who played later at the start of the game) is the winner.