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Turbo Kidz

Turbo Kidz Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Warm-Up Lap
  • Count 3, 2, 1, Go!
    • The Co-Pilots Guide the Drivers
    • Vocal Guidance
    • 'Joystick' Guidance
    • The Golden Rule
  • Accidents
  • End of Stage and Game
  • Cooperative Mode (For 2 or 3 Players)
    • Goal
    • Setup
    • Gameplay
  • Special Elements
    • Jumps
    • Bridges
    • Turbo Boost
    • Oil Spills
    • Pipes
  • Gadgets
    • Clothesline
    • Nitro (Competitive Only)
    • Mine (Competitive Only)
  • Challenges

Components

  • 16 Stage game boards (2 copies of 16 different Stages)
  • 2 Formula Z masks
  • 1 Turbo Guide (rulebook)
  • 2 Dry-erase markers
  • 6 Car cards
  • 1 Bomb template
  • 1 Rope template
  • 2 Cloths

Setup

Make 2 teams of 2 or 3 players each. The teams can be of different sizes. Each team designates a first Driver and gives that player a marker and a mask. The other players are the Co-Pilots (the roles will change during the game).

The team with the youngest player chooses the First Stage of the race. Each team takes a copy of that Stage (there are 2 copies of each Stage). For your first games, use Stages numbered 1 to 4 to get yourselves used to driving!

If all players are familiar with the game, the team that didn't choose the Stage now chooses a Car card from those available. The other team then chooses one from those that are left. Your car determines your look and gadget (which will be explained in the Gadgets section).

Each Driver places their marker on the Start arrow on their Stage board and covers their eyes with the mask. They shouldn't be able to see anything. No cheating!! One of the Co-Pilots takes the thumb of the Driver's other hand in theirs, which they will manipulate like a 'joystick.'

Warm-Up Lap

If there is a player present who has never played Turbo Kidz before, do a little practice lap, which won't count for the game. Doing this will allow the newer players to have a better chance of winning, and the game will be more exciting!

Count 3, 2, 1, Go!

At the same time, both Drivers start drawing a path on their Stage board, following the instructions of their Co-Pilot. Their goal is to get to the other end of the Stage while staying inside the racetrack, between the white lines.

The Co-Pilots Guide the Drivers

If there is only 1 Co-Pilot on your team, this person can use both vocal guidance and the 'joystick.' If there are 2 Co-Pilots, one will guide with their voice only, while the other will use the joystick only. The Co-Pilot can put their hand on the Stage board to hold it in place.

Vocal Guidance

You may give whatever vocal instructions you feel will help your Driver get you to the finish line the quickest. We recommend using "up, down, left, right," but you can also be creative! There are no restrictions, except that you can't shout, as it may distract the other team.

'Joystick' Guidance

Manoeuvre the Driver's thumb just like you would a video game joystick. Establish codes, like light pressures for slow movement on the board, or greater pressure to go faster!

The Golden Rule

Unless the course EXPLICITLY demands it, lifting your marker off the board is considered an Accident (see Accidents).

Accidents

Your car has had an Accident if the line drawn by your pen passes over a white line (touching it does not count as an Accident).

Only white lines create accidents. Any other lines are only part of the artwork and have no effect.

  • Brushing (touching) the white line does not cause an Accident.
  • Breaking (going over) the white line causes an Accident.

In the case of an Accident, the Co-Pilot...

  1. ...takes the Driver's hand holding the marker and brings it back to the last Checkpoint (blue line) crossed.
  2. ...starts racing again. You might still have time to catch up to the opposing team!

End of Stage and Game

The team that crosses the finish line first wins this Stage.

If this is the first Stage your team has won, play another Stage. The losing team chooses the next Stage.

If this is the second Stage your team has won, you win the game!

This means that a game is a minimum of 2 Stages, and a maximum of 3.

Between each Stage, take the time to look at the path you drew, and that of your opponents', to see where you had near misses! Then erase your path.

If you notice that the other team cheated or ignored one of their Accidents, the victory is yours!

We recommend changing the Driver between every Stage, although it's not obligatory.

Cooperative Mode (For 2 or 3 Players)

Goal

Complete a circuit while respecting the conditions of a Challenge. Most Challenges will ask you to complete a circuit composed of a precise series of Stages in a certain amount of time.

Setup

Make 1 team of 2 or 3 players.

Choose a Challenge from those proposed in the Challenges section, and take the indicated Stages. The rest of the setup remains the same as in a normal game, with the exception of the Challenge's constraints.

Gameplay

At the beginning of the race, start a timer using a telephone or other device.

Complete the race according to the normal rules. There's no opposing team to make sure you're not cheating, so be honest!! If you have an Accident, go back to the last Checkpoint.

At the end of the Stage, stop the timer. Prepare the next Stage and change the Driver, if you wish. Restart the timer as soon as you start the race in the new Stage.

Once all the Stages have been completed, you win if your time is less than the Target time in the Challenge!

Special Elements

You will come across different special elements in certain Stages. Here is how they all work.

Jumps

When the marker gets to the Jump zone (the yellow zone) the Driver must raise the marker in the air and place it back down on the board inside the Landing zone with the same pattern. If the Driver lifts or puts the marker back down anywhere outside the yellow zones, it is an Accident. They have to go back to the last Checkpoint. As long as the marker isn't touching the board, they can move it freely.

Bridges

Some sections of the course go under Bridges or other sections of road. When you are driving along the road 'under' the Bridge, you can ignore the white lines of the roadway above you; only concentrate on the lines of the road you are on.

Turbo Boost

Kick it up a gear!

When the Driver gets to an Acceleration zone, one of the Co-Pilots takes their hand holding the marker and helps them draw a route to the next Slowdown zone. Once there, the Co-Pilot lets go of the Driver's hand and the race continues normally. You MUST go into the Slowdown zone; if you cross a Checkpoint or finish the Stage without going through the Slowdown zone (even if the Co-Pilot lets go of the Driver's hand), it is considered an Accident.

Oil Spills

Avoid the Oil Spills or do 3 donuts!

If a car (the marker line) touches the purple line surrounding an Oil Spill, the Co-Pilots MUST yell "Wipeout!!" and the Driver has to draw 3 rings (without lifting the marker before, during, or after) before the next Checkpoint. The rings must be clear (they can't touch or overlap one another) and be big enough to see the track inside the ring. The Co-Pilots must tell the Driver if they have done their donuts properly, or if they need to redo them (because the first one(s) weren't done properly).

If the marker passes over a white line during these rings, it is an Accident; normal rules apply.

If you cross a Checkpoint or finish the Stage without finishing your 3 donuts, it is an Accident.

Pipes

The pipes cut radio communication between the Co-Pilots and Driver. As soon as the marker enters a Pipe section, the Co-Pilots are only allowed to communicate using the thumb 'joystick'. They can't speak to the Pilot (or make any kind of noise!) until they have passed through the other end of the Pipe.

Gadgets

Each vehicle is personalized with a unique, super-powerful gadget that will launch you to the top of the podium!

When you choose a Car card, you don't only choose a look, but also a special power! Each vehicle has a special Gadget with an in-game effect. All the rules specific to your vehicle are on the back of the Car card. For example:

Clothesline

Your car stretches a rope all the way across the road to fling your opponents out of their car!

Before starting the race, a Co-Pilot takes the Rope template and places it directly on your opponents' Stage Board so that it doesn't touch any zones with Effects (Turbo Boost, Jump, etc). They then draw a line that stretches across the road from one white line to the other. They then draw a dotted line along the top and bottom edge of the template, as shown below.

The opposing team has to jump over the Clothesline. The Pilot needs to be told to jump (lift the pen) after the first dotted line, and land on the other side of the solid line, but before crossing the dotted line.

If the team crosses the solid line or doesn't perform their jump properly, they have an Accident! They erase the rope and have to restart from the last Checkpoint they crossed.

Nitro (Competitive Only)

Make your Turbo Boost last even longer!

When you use a Turbo Boost, ignore the Slowdown zone and use its effect all the way to the next Checkpoint (or the end of the Stage). Use the Checkpoint (or end of the Stage) as the new Slowdown zone.

Mine (Competitive Only)

Your car drops a Mine to blow up an enemy car.

Before beginning the race, a Co-Pilot takes the Mine template and places it directly on your opponents' Stage board so that it doesn't touch any white lines or zones with Effects.

They then draw a circle on the board on the inside of the template, with an 'X' in the middle.

If the opposing team touches this line, they have an Accident! They erase the Mine and have to restart from the last Checkpoint they crossed.

Challenges

Check off the Challenges that you complete! Some Challenges tell you which Stage numbers to use. These numbers are written on the Stage boards and must be done in the order listed.

  • Qualification — Finish a race with 2 Stages of your choice in under 4 minutes.
  • Bravery — Finish a race with 3 Stages of your choice in under 4 minutes and 30 seconds.
  • Confidence — Finish a Stage of your choice in under 1 minute without any Accidents.
  • The Montreal Marathon Cup — Finish a race with 4 Stages of your choice in under 4 minutes and 30 seconds.
  • Driving Ace — Finish a Stage of your choice in under 40 seconds.
  • Perfect Fit — Finish a race with 3 Stages of your choice in under 3 minutes and 30 seconds without any Accidents.
  • City Line Cup — Finish a race with Stages 2, 3, and 5 in under 4 minutes.
  • Park Life Cup — Finish a race with 'park' Stages 1, 6, and 7 in under 4 minutes.
  • Underworld Cup — Finish a race with 'sewer' Stages 12, 13, and 15 in under 4 minutes.
  • Beep Beep Mini-Race — Finish a race with Stages 2 and 6 in under 2 minutes.
  • Head in the Clouds Cup — Finish a race with Stages 10, 11, and 14 in under 3 minutes and 30 seconds.
  • Lightning Cup — Finish a race with Stages 6, 8, and 9 in under 3 minutes.
  • Mushroom Cup — Finish a race with Stages 4, 5, and 8 in under 4 minutes.
  • Slippery Surface — Finish a race with Stages 13, 14, and 15 in under 2 minutes.
  • Radio Race — Finish a race with Stages 4, 5, and 7 without the Co-Pilot using the joystick in under 2 minutes and 30 seconds.
  • Mute Race — Finish a Stage without the Co-Pilot speaking in under 2 minutes and 30 seconds.
  • Mirror Race — Finish a Stage with directions inverted (move the joystick left to go right) in under 2 minutes.
  • Grand Champion — Finish a race with 2 Stages of your choice in under 1 minute.
  • Flying Ace — Finish a race with Stages 10, 11, 12, and 16 in under 3 minutes and 30 seconds.