Von 0 auf 100
Von 0 auf 100 Rulebook
Table of Contents
Table of Contents
Contents
- 6 racing cars (in six colors)
- 6 driver's cars (in six colors)
- 6 driver's licenses (in six colors)
- 5 cans (little tiles)
- 1 starting/target card
- 36 track cards (18 cards with extra symbols and 18 without)
- 1 tile of starting player
- 1 set of game instructions
Aim of the Game
Who, with tactics, by bluffing and a bit of luck, will complete the circuit first and reach the target as the winner?
Warm Up Game "The Small Race"
These rules allow you to play a warm up version of the game and are also suitable for younger racing drivers. Later on, the main game, is the real competition.
Preparation of the Game
Arrange a circuit with the starting/target card and the 18 track cards without extra symbols. This is the race track. The 18 track cards with symbols (cans, oil stain) are not needed in the warm-up game.
Hint: Each track card is printed on both sides, so that a card can be placed with either a curve or straight track facing up. This means that each game can have a different race track.
Place the six racing cars on the starting/target card.
The six driver's cards are arranged in a row, next to the circuit. Place the five cans and the tile for the first player next to the driver's cards. Turn the drivers licenses face down, shuffle them and hand out one license to each player.
Important: No matter how many players you are, you always use six cars.
Watch out: If there are two players, each gets two driver's licenses.
Each player looks secretly at their driver's license and places it face down in front of them. The license indicates the color of your racing car - but don't tell anybody the color of your racing car. You are allowed, at any time during the game, to take another look at your driver's license.
At least, one license will be left over. Don't look at it or any other remaining driver's licenses but return them face down into the box. The corresponding racing cars take part in the race even though they don't belong to anyone.
How to Play
The player who can best imitate the noise of a racing car starts the game. If you cannot agree, the oldest player starts and takes the tile of the starting player and opens the racing round.
The racing round:
Each round is played as follows:
- The starting player takes the can with the number 1.
Important: The number on the can not only indicates the playing order, but also determines how far a racing car can move. A can showing a 1 determines that a car can move one card ahead. A can showing a 2 means two cards move ahead …
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Then the starting player puts the can on any driver's card: the driver's card does not necessarily belong to their car. The color of the driver's card is the color of the racing car which the player will now move. Only one can tile can ever be on a driver's card.
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Then they drive the racing car of the card with the No.1 can, one square ahead.
After that goes the next player in a clockwise direction. They take the can with the lowest number (= can with the number 2), put it on a driver's card of their choice and drive the corresponding car two track-cards ahead. One by one the other players follow.
The round is over when all five cans lie on the driver's cards.
Further important racing rules:
- There may be any number of racing cars on a track card.
- If there are less than five players, some players have various turns within one round.
- As there are five cans there will always be one car in a round which does not move.
A new round starts:
The starting tile is passed to the next player in a clockwise direction. This player takes the cans off the driver's cards and places them next to them. They start a new racing round by taking the No. 1 can and placing it on any driver's card. The game continues as described before.
A racing car reaches the target:
A racing car has reached the target when it passes the target line shown on the starting/target card.
Watch out! Although being larger than a track card, the starting/target card counts as one square.
Once a racing car crosses the target line, all the players check their driver's licenses to see if it was their car. Remember don't show your license to the others.
- If the racing car does not belong to anyone, it is put aside and in the next round the No.5 can is withdrawn from the game. If a second car passes the target line and does not belong to anyone, at the beginning of the next round the No.4 can is also withdrawn.
- The racing car belongs to a player? This player uncovers their driver's license to prove it.
End of the Game
The game ends as soon as a racing car belonging to a player crosses the target line. The owner of this car wins the game.
Important: If two players play, they wait until their second car has passed the target line before saying so and by uncovering both driver's licenses they win the racing duel.
Variations
- Play various rounds. Who, for example, is first after the third round?
- How about an authentic racing season? Beforehand you determine how many races you want to drive. A race lasts until three cars have reached the target. Then give out the scores: the first player gets 5 points, the second 3 points, the third 1 point. Who will have scored the most points at the end of the racing season?
The Main Game "The Big Race"
Once you are acquainted with the "The small race" continue with the main game.
Preparation of the Game
The preparations are identical as in the warm-up game, except for the following changes:
Put the starting/target card on the table. All 36 track cards are shuffled and arranged into a circuit around the starting/target card.
How to Play
The rules are the same as in the warm-up game, except for the following changes:
- A can with a number between 1 and 5 is shown.
If a racing car stands on a card with an additional symbol, the following happens:
The racing car can be moved as many track cards as shown on the can.
Example: The yellow racing car stands on a track card showing a can with the number 2. Tim puts the can tile with number 3 on the yellow driver's card. Now he can move the yellow car not three, but 5 squares (3+2) ahead.
- A can with the symbol "2x" is shown.
The racing car makes a turbo acceleration and moves double the number of squares ahead.
Example: The green racing car stands on a track card with the picture of a can "2x". Anja puts the No.5 can tile on the green driver's card. Now the green car can move not only 5 but 10 track cards ahead (2x5 = 10).
Important: The first five track cards after the starting/target card may not show an oil stain.
- An oil stain is shown.
Oh dear! The track is slippery. The racing car turns round and slips backwards! The car has to be moved back as many track cards as the number shown on the can placed on the corresponding driver's card.
Example: The blue racing car stands on a track card with an oil stain. Bianca puts the No.1 can on the blue driver's card. The car cannot move ahead but has to be set back one card.
End of the Game
The game ends the same as the warm-up game. The player whose racing car crosses the target line first, wins the game.
If two players play, the player whose two racing cars cross the target line first, wins the game.