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Turbo Rally Card Racing

Turbo Rally Card Racing Rulebook

Table of Contents

Table of Contents

  • Objective
  • Track Set-up
  • Card Care
  • Game Play
  • Team Play
  • Oil Slicks
    • Playing an Oil Slick
    • Landing on an Oil Slick
  • Basic Play Track Moves
    • Basic Track
    • Pass Lane
    • Oil Drum
    • Stop Light
    • Shortcut
    • Sideswipe
    • Flat Tire
    • Jumps
    • Detour

Objective

Be the first player to complete your lane and cross the finish line to collect the first place trophy. In Tournament Champion play, the goal is to collect the most first place trophies in five consecutive races.

Track Set-up

Decide how many players are racing and how long you want your race to run. Deal track cards evenly between all players, making sure to leave a small draw pile remaining (at least 4 cards for a 54-card deck and 8 for 108-card decks). Separate all Oil Spill cards into their own draw pile. Place track cards facedown in a vertical line in any track configuration desired. Players can race side by side in a straight line drag race or zig-zag across the floor and through obstacles in an all out enduro challenge. Players can also race from different starting places toward a common finish line. Place the large finish line card at the end of the track.

Track Examples: Use Your Imagination! The official sheet illustrates three layouts: Drag Race, Zig-Zag Race, and Race to the Center.

Card Care

Playing cards are sensitive to heat and changes in humidity which can cause warping. When not in use, keep your cards stored tightly in their box and/or under a weighted object (like a heavy book) to keep them as flat as possible.

Game Play

Use any small toy car as your racer. Start your racer in front of the first card in your lane. Decide which player goes first, and flip over the first track card in their lane. Move cars according to the card descriptions below. The game is finished when all racers pass the finish line.

In Tournament Champion play, the winner of the previous race starts the next race first.

Team Play

As an alternate to individual play, racers may choose to play as teams at the beginning of a tournament. Racers maintain their own lanes but help out teammates as they race for trophies together. The team with the most trophies at the end of the race wins.

In case of a tie in individual or team play, a 6th race is used as a tie-breaker.

Oil Slicks

Playing an Oil Slick

You may choose to play an Oil Slick from the draw pile when you land on an Oil Drum card. Place the Oil Slick on any opponent's lane on any facedown track card. The Oil Slick cannot be played on the Finish Line.

Oil Slicks are played immediately or lost and cannot be played on top of another Oil Slick.

Landing on an Oil Slick

You cannot make a move or jump that would cause you to land directly on an Oil Slick. You must first use your current turn to clean up the Oil Slick by placing it beneath the track card it is resting on. On your next turn you may move forward or complete your jump as normal.

Basic Play Track Moves

Each of the basic track moves are described below. For step-by-step videos online, visit www.CardRacing.com.

Basic Track

Move forward one space.

Pass Lane

Move through the Pass Lane, and play the next card during this turn.

Oil Drum

Move forward one space onto the Oil Drum card.

Draw an Oil Slick card from the draw pile, and place it on any space in an opponent's lane.

Stop Light

  • Move forward a half card to the "wait here" line.
  • On the player's next turn, do not flip a card, but instead advance to the back half of the Stop Light. Play resumes as normal the following turn.

Shortcut

Move forward one space onto the Shortcut. Remove the next two cards from your lane, and place them at the bottom of the draw pile.

On your next turn, advance across the opening to the next card.

Sideswipe

Move through the Sideswipe, and bump any opponent off their track. Play the next card during this turn. You cannot bump an opponent who is already off their track.

If you are bumped off your track by a Sideswipe, use one turn to return your car back onto the track before playing your next card.

Flat Tire

  • Flip your car upside down off the track, next to the Flat Tire card.
  • On your next turn, flip your car right-side up, leaving it off to the side of the track.
  • On the following turn, move your car back onto the Flat Tire card. Continue play as usual the following turn.

Jumps

Advance to the third or fifth* card after the Jump card, and play it during this turn.

*Jump 5 available in Tournament Pack only.

Detour

Take two cards from the top of the draw pile, and align them beside the Detour card along your lane. On your next turn, do not play the card in front; instead play the detour route. Play cards as normal until you reach the end of your detour route, then continue play at the point you left off. If another Detour card is drawn along the current detour route, continue adding cards parallel to the main play lane.

Once you have completed the detour route, remove the cards from play, and place them on the bottom of the draw pile.