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Zoom Zoom Ka-Boom!!

Zoom Zoom Ka-Boom!! Rulebook

Table of Contents

Table of Contents

  • Components
  • Advance Rules
    • The Jump
    • The Bolt-On Rule
    • Bonus Cards
  • The Track
    • Who's On First?
    • Game Sequences
  • Basic Movement
    • Roll a White Dice
    • If You Double Up
    • Not Enough Red Dice?
  • Movement Part 2 - Slipstreaming & Ramming
    • Slipstream
    • Ramming
  • Danger Dice, Disaster & Ka-Boom Cards
    • The Disaster Chart
  • The Ka-Boom Cards
  • Ending Your Turn & Clearing Your Card
  • Ending the Game Round
  • The Kaboomerang Rule
  • Finishing the Race
  • Set-Up
  • Get to Know the Character Cards
    • Disasters Explained
  • Hints, Tips and Clarifications

Components

  • 3 x Corners (Doublesided)
  • 2 Ends
  • 6 x Straights (1 featuring a Jump space)
  • 10 Ka-Boom Cards
  • 6 Start Cards
  • 6 Cars
  • 6 Characters
  • 12 Red Dice
  • 6 White Dice

Advance Rules

All three of these advanced rules are optional, but recommended.

The Jump

This special space ignores all other rules and allows you to guarantee an extra move at the risk of collecting a KABOOM CARD.

If you find yourself on the JUMP space at any time during your turn you MUST immediately stop and follow this rule.

Now roll two white move dice at the same time.

This rule overrides all other rules. If there aren't two white dice available because you have already rolled 5 or even 6 white dice you MUST take these dice from your own ZOOM TRACK to satisfy this rule. NOTE this means they will no longer be on your ZOOM TRACK.

If neither dice rolled matches any already on your ZOOM TRACK you take the whole move as shown on both dice and position yourself in an empty space. You may continue your turn.

You may JUMP round corners however unlikely this may seem.

You may not land on another car regardless of how funny it might be.

If you roll one or more numbers that already appear on your ZOOM TRACK you face danger as usual, however you DO still get to move the distance shown on the dice. Take the relevant number of red dice. You must also take one KABOOM CARD.

This card is considered to apply DURING the jump and therefore it is possible to finish the race AND explode. In this circumstance you will still score points.

The Bolt-On Rule

If you are lucky enough to have one of each number (it may include RAM dice) represented on your ZOOM TRACK and you haven't doubled up you get to move a bonus 6 spaces. You may use the JUMP if this gets you onto that space.

Bonus Cards

In this rule the Start Your Engine cards become bonus cards during the game. If you hold a bonus card you may use it INSTEAD of rolling your FIRST dice of the turn.

Play the card, turn the dice to indicate that number and place it onto your ZOOM TRACK.

Now give the bonus card to any other player still in the race. If there are no other players still in the race, discard the bonus card.

If you ram an opponent you get to take a random bonus card from them. If you ram multiple opponents in a chain, YOU take a bonus card from each of them.

The Track

  1. The end pieces are the start/finish and the halfway turning space.
  2. When leaving the end pieces you can move into any lane.
  3. As soon as you enter the end space your turn automatically ends. As you have no choice this space is considered to be neutral and you do not have to comply with any other rule whilst in it. This includes all danger dice rules and the Ka-Boomerang rule. "Karma" DOES apply.
  4. You can move between most lanes however you please. The only exception is the two outside spaces on a corner.
    • You may not move from these to the large inside corner space.
    • You may not move from the large inside corner space into these.

Who's On First?

Sometimes two cars look to be equally placed. The car on the inside lane is in the lead.

Game Sequences

Turn order will change - The player in the lead plays first followed by the player in second place etc. When the last placed player has taken their turn check the turn order before beginning the next turn.

Each Game Round consists of the following:

  1. Check player order
  2. All players move in that order
  3. Last player declares when their turn ends.

Each Player Turn consists of the following:

  1. Roll any Red Danger Dice in your Danger Zone
  2. Roll White Move Dice.
  3. End your turn - Clear up your card.

Basic Movement

Roll a White Dice

  • Place this dice onto your ZOOM TRACK.
  • Move your car this distance.
  • Now you may choose to roll again or stay as you are.

If You Double Up

  • If a number is rolled that appears on your ZOOM TRACK - STOP! Do NOT move your car.
  • Take a number of (red) danger dice equal to the last number rolled.
  • Place these on your DANGER ZONE.
  • Your turn ends.

Example - If you rolled a 4 and already had a 4 on your Zoom Track you would end your turn and place four red dice onto your Danger Zone.

Not Enough Red Dice?

If there are not enough red danger dice in the central pool you must take the remainder from other players. You may choose freely which red danger dice to take and from any combination of players. You may never take any red dice from your own card.

Movement Part 2 - Slipstreaming & Ramming

When you get the opportunity to overtake an opponent you have two other options available to you.

Slipstream

  • When - If you are in the space directly behind any other car when they begin their turn.
  • How - When your opponent rolls the first dice of their next turn you declare that you will slipstream them. If you fail to declare this before they start to move you lose the option to do so, can you hear them laughing as they drive away?
  • Result - After your opponent has finished their first move you place your car in the last space they travelled through. This may advance you in the turn order, i.e. you may slipstream past another player who was a half space ahead of you.

Ramming

  • When - If your move would take you onto or beyond your opponent's space you may ram them instead.
  • How - Stop your car directly behind them. Move them one space away from you. There will now be a space between you.
  • Result - Take a red dice, turn it to equal the value of your last (white) move dice and place it onto their zoom track. If you are using the Advance Rules take one of their BONUS CARDS at random. End your turn.

Danger Dice, Disaster & Ka-Boom Cards

The red danger dice play an important role in the game.

At the start of each turn roll any red dice in your yellow danger zone. First check to see if you have rolled 3 or more of one value (i.e. 3 of a kind). If you have then you have earned a KABOOM CARD. Discard these dice and take a card.

Example 1 - Willy Winnit has four red danger dice in his danger zone and one red ram dice on his zoom track. He rolls all four from his danger zone but not the one from his zoom track. He gets a 2, 2, 3, 4. He places one of the 2's, the 3 and the 4 onto his disaster chart to remind him what disasters he has to deal with this turn. The spare 2 is discarded to the central pool.

Example 2 - Later in the game Willy has 5 red danger dice in his DANGER ZONE. At the start of his turn he rolls these and gets 3, 3, 3, 3, 5. He discards the four 3's and takes a KABOOM card. The 5 is the only dice left and is placed onto his DISASTER CHART.

Example 3 - Later still Willy has to roll 6 dice. This time he gets 1, 1, 1, 4, 4, 4. The three 1's earn one KABOOM CARD and the three 4's earn him another!

The Disaster Chart

Now consider the remaining dice. Place one dice of each value onto your DISASTER CHART. Any left over are discarded.

Each and every rule that is activated needs to be observed for this turn. The details of these are all as printed on each card but further explanation can be found on page 3 of these rules.

Example 4 - Kara Danger has six dice in her DANGER ZONE. She rolls all of these and gets 2, 2, 2, 5, 6, 6. Before applying the 5 and one of the 6's to her DISASTER CHART she MUST return ALL the 2's to the central pool and take a KA-BOOM card. She already has a "KA" card from a previous turn so if she draws a "BOOM" she will explode. She draws another "KA" card and is safe ... For now.

The Ka-Boom Cards

These cards will either say KA or BOOM. On their own these words are harmless and you can collect as many as you like of one word.

HOWEVER - If you ever complete the word "KA-BOOM" (i.e. one of each card)...... You have exploded!

In the unlikely event that you explode before anyone reaches the halfway turning space you get a second chance. Reshuffle your ka-boom cards, return your car to the start and wait for your next turn. Otherwise your race is over.

Returning the ka-boom cards - anyone who blows up or who finishes the race must immediately return and re-shuffle their KA-BOOM cards into the deck.

Magical Car Fix! - If there are ever 5 of the same card on the table return and re-shuffle all of that particular card immediately. I.e. If you can see 5 KA cards, collect them immediately and shuffle them in to the deck. This happens as soon as it is revealed, even if you have to draw a second card!

Ending Your Turn & Clearing Your Card

Once your turn has ended:

  • Clear ALL dice from your disaster chart and your zoom track.
  • If the rule on your disaster chart indicates that you should keep that red dice move it back onto your danger zone along with any others you collected this turn.
  • Place the remaining dice back in to the central pool.

NOTE - Any dice in your yellow danger zone must be kept and rolled at the start of your next turn. Only other players who need red dice after the central pool is exhausted can remove these before your next turn.

Ending the Game Round

All other players take their turn in order. When the last player finishes their turn the game round ends. The next game round begins with whoever is in first place. This will not necessarily be the same player every round. Play continues in race position order.

The Kaboomerang Rule

As soon as TWO players have LEFT the halfway turning space the KABOOMERANG rule applies.

From now on as each game round ends whoever is in last place MUST take a KABOOM CARD.

EXCEPTION - The Turning Space at the halfway point is a neutral space and as such players are exempt whilst in this space.

NOTE - Check who is in last place AFTER the last player has moved and declared the end of the game round, if they have overtaken someone they will no longer be last.

Finishing the Race

The first player to re-enter the FINISH SPACE is declared the winner and earns 10 points, each subsequent player to finish earns 8, 6, 4, 2 and 1 points respectively.

Any player that blows up earns no points.

EXCEPTION: If you use the JUMP to finish you can explode AND finish, in which case you do get your points. You deserve them!

IMPORTANT - Play until ALL players have either exploded or finished. This can be the most tense and enjoyable part of ZOOM ZOOM KABOOM.

Set-Up

  1. Build your track in any shape you like (but not a loop). Place an end piece at either end, choose one to be the start. Inclusion of the JUMP is optional.
  2. Shuffle the 10 Ka/Boom cards and the 6 Start Your Engine cards. Place the cards, the 6 white move dice and the 12 red danger dice in the centre of the table within easy reach of all players.
  3. Choose a character card. Take the colour of car shown with the character.
  4. Determine player order. All players take a START YOUR ENGINES CARD and reveal it. Keep this card in front of you. These will determine start order, lowest number going first. This first player places their car on the inside track of the start piece.

Get to Know the Character Cards

  • Zoom Track (1) - This is where you will keep your rolled (white) move dice and where your opponents can place any (red) ram dice.
  • Danger Zone (2) - This is where you keep any (red) danger dice. You'll roll these at the beginning of your turn and consult the DISASTER CHART for the hazards you'll be facing this turn.
  • Disaster Chart (3) - This is to help you to keep track of what hazards you have to cope with. See below for notes on these.

Disasters Explained

Don't worry too much about this section on your first game, use it as a reference during play.

  • Grindy Gears - Don't change the dice rolled, just move one less space.
  • Risky Racing - This only applies to dice earned for doubling up on the move dice. For example do not double any dice earned as a result of not reversing or road raging.
  • Jammy Throttle - If you ram someone, or enter either end space your turn ends even if you haven't rolled all three dice. If you are using the JUMP you might end up rolling more than three dice.
  • Broken Brakes - If you enter either end space you are safe.
  • Wobbly Steering - You can change lane at any point in your turn. Entering or leaving the inside corner space is considered to be a change of lane in itself. The only exemption is in the outside lane of a corner where you may not change lane.
  • Sticky Steering - When you leave the large inside corner space you may choose which lane you are stuck to.
  • Reverse & Road Rage - If you fail to comply return this dice to your DANGER ZONE after taking any other dice this turn (i.e. It'll be extra).
  • Karma - Pass this dice at the end of your turn. If your turn takes you into first place you have to give this dice to yourself!

Hints, Tips and Clarifications

  • Multiple Ramming - If moving a rammed car forward one space takes it into the back of another car, move all rammed cars together as a unit making sure a space is left between the original rammer and the rammed cars. All rammed cars get a danger dice on their zoom track.
  • Multiple Slipstreaming - Is allowed. Any and all cars directly behind a slipstreaming car may use the same slipstream.
  • Positioning a Rammed Car - The owner of the rammed car always decides where they get rammed to although it MUST be just one space and in a forward direction.
  • Kaboomerang - Cars that have exploded are no longer considered to be in the race and do not count as being in "last place". Leave their car upside-down where they exploded though, they can still get in the way.
  • Can I slipstream into the end spaces? - No, just go to the last space travelled through.
  • Can I be rammed into the end spaces? - Yes.
  • Can I ram someone head on? - Yes.