0% found this document useful (0 votes)
62 views2 pages

9-Card Rally Run Game Instructions

Uploaded by

lizananeitorr
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
62 views2 pages

9-Card Rally Run Game Instructions

Uploaded by

lizananeitorr
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

● Placement & Movement Rules:

9-Card Rally Run ○ Path: The first die you place on the road during a turn must
By Clint Ghosn be adjacent to your car. The subsequent placements must be
"You against the clock, your car against the road. One driver, adjacent to the last die you placed - essentially laying out the
one car, one goal. Buckle up it's time for the Rally Run!" movement path of your car.
○ Adjacency: you are adjacent to a lane if the car, or the last
Drive through all 9 road cards and cross the finish line with the best die you placed is in a space that shares an edge with another
possible score. Roll 3 dice to determine your movements and make space in a lane.
strategic choices to optimize your speed and safety. ○ Forward: the car must always move forward, it can never
Components move backwards. A space is ahead if at least one edge is
9 road cards. farther than your current space.
6 dice; 3 white, 1 yellow (timer), 1 blue (control), 1 green (car/gear) ○ Speed Limit: A space with a number (1 or 2). You must move
out of this space while in the Gear less than or equal to the
Set up number shown.
1. Shuffle the 9 road cards to form a deck and place it facedown in a ○ Commitment: the car on a space with a Speed Limit may not
central pile. move to an adjacent space with another Speed Limit.
2. Draw one card from the road deck and place it at the center of the ○ Lane Requirements:
play area to serve as Road A.
Lane Dice
3. Draw a second card, positioning it above Road A so that the
middle lanes align, to create Road B. L (left-most) 1 or 2
4. Set the blue die (your Control) to 6.
M (middle) 3 or 4
5. Set the yellow die (the Timer) to 6.
6. Place 3 white dice to the side. R (right-most) 5 or 6
7. Set the green die to 1; this is your Gear. Place it on the ○ Note: as long as you follow the above rule you may place any
bottommost space in Lane M of Road A; This is your car. dice value on a space. However, Lane requirements will be
checked during Movement. If the die you placed does not
Summary meet the requirements, this results in an accident. (see
● Game is played in turns until you go through all 9 roads. Accident)
● In each turn you will roll 3 dice and must place a number of dice ○ Using Control
equal to your current gear. ■ Any time before proceeding to Movement, you may reduce
● The rest may be used now or reserved for the next turn without Control by an amount to adjust (+/-) any placed die by the
being rolled again (max. 1). same amount. This is the same as using a die’s value but
● You have the option to reroll up to twice. However, after each roll, instead of using a die, you spend Control.
including the initial roll, at least one die must be utilized.
● Then, once there are no more dice to roll, move your car. The III. Movement
placement of your dice dictates the car’s trajectory on the road. The car’s movement depends on your dice placement as the dice on
● Each road card will have 2 to 3 lanes; Left (L), Middle (M), and the road represents the motion and direction of the car.
Right (R) with each lane consisting of up to 4 spaces. ● Starting with the dice closest to your car, check if the die’s value
● Each lane has a dice requirement: L (1-2), M (3-4), and R (5-6). satisfies the lane requirement of the space it is in:
● End your turn by drawing a new road card to replace a road you ○ Yes: Remove the die and move your car onto that space.
passed. If there are no more roads, you win the game. ○ No: This results in Loss of Control. (see Accident)
● If no accident occured, repeat until all placed dice are removed.
How to Play ● Once this is done, the turn ends. Proceed to the End of Turn.
I. Start of Turn
● You may adjust (+/-) your current Gear by 1. Rotate the green die IV. End of Turn
to its new value. You may repeat this step by spending 1 Control. ● Clean up: If the car is on the Road B card (including the
half-space), follow these steps:
II. Turn ○ Remove the Road A card, if there’s any.
● Roll: Roll 3 dice. (you may choose not to roll a die in the reserve) ○ Slide the Road B card down, it now becomes the Road A.
● Utilize: After rolling, you must place a number of dice equal to ○ If there are road cards to draw:
the value of your current gear. You may not exceed your current ■ Draw the next road card and place it above the Road A
gear and placing fewer results in an Engine Stall. (see Accident). card, connecting the middle lanes together. This is now the
○ To place a die - put it on a forward space where you want new road B.
your car to move to. The space must be adjacent to your car Note: The Road B must always be vertically oriented.
or - if you already placed a die - the last die you placed. Adjust Road A accordingly by rotating the card
○ Instead of placing a die for movement you may either: when necessary.
■ Reserve one die (If there is none). This die does not need ■ Proceed to Check Gear.
to be rolled next turn. ○ If there are NO more road cards to draw:
● Note: A die in reserve may still be utilized during the ■ The current road card will be considered as Road A for all
current turn as if it was part of the roll; for game effects. Skip and proceed to Check Gear.
adding/subtracting values, or car movement.
■ Use a die’s value to either ADD it, or SUBTRACT it from a
die you already placed.
● Reroll: You may roll up to 2 more times but you must utilize at
least one after each roll. When you do, reroll all remaining dice.
● Already placed, reserved or used dice cannot be rerolled. If there
are no more dice available, proceed to Movement.
● Check Gear: Accident
Check the value of your current gear and perform the There are multiple types of accident:
corresponding effect. When the die you placed on a space does not meet the
Gear Effect lane’s required value after checking. In this case:
3 Increase Timer by +1 Loss of ● Move your car onto the space where you didn’t meet
Decrease Control by -1 Control the requirement.
● Decrease timer by 1.
2 Decrease Timer by -1
Increase Control by +1 ● The turn ends. Proceed to End of Turn.

1 Decrease Timer by -1 When you move out of a space with a speed limit but
Increase Control by +2 your gear is higher than the number displayed on the
Over- space. In this case:
Game End speeding ● Return your car to the space with the speed limit.
● The game immediately ends and you lose when the timer ever ● Set your gear equal to the speed limit.
reaches 0. ● The turn ends. Proceed to End of Turn.
● The game ends and you win when you reach the Finish. Happens at the end of Movement when you placed less
dice than your current gear. In this case:
Reaching the Finish Engine
● Set your Gear to 1.
When your car is on the last space of the last road card, you must Stall
● The turn ends. Proceed to End of Turn.
move your car forward and off of the road card to reach the finish ● You cannot increase your gear next turn.
line and win the game, skipping the end of turn steps.
● After completing your movement for this turn, check for your
Scoring
type of finish.
When the game ends and you reached the Finish, count your score.
● There are two types of finishes and each has a different effect on
● For each remaining Time: gain 2 Points.
the Timer.
● For each remaining Control: gain 1 Point.
○ Unclean Finish: If at least one of your movement off of the
Points Rank
⭐⚪⚪⚪⚪
road card is NOT on the same lane as the lane your car
moved out from. e.g. You’re on lane M and you move off the 2 Trainee
road using value 1/2 or 5/6. 3-6 ⭐⭐⚪⚪⚪ Rookie
■ Decrease the Timer by 1.
7-9 ⭐⭐⭐⚪⚪ Amateur
⭐⭐⭐⭐⚪
○ Clean Finish: If all of your movement off of the road card is
ON the same lane as the lane your car moved out from. e.g. 10 - 12 Skilled
You’re on Lane M and you move off the road card using dice
value 3 or 4.
13+ ⭐⭐⭐⭐⭐ Legend

■ Increase the Timer by 1.


Using a car token or miniature:
● Note: You must still place dice equal to your gear. For example, if
If you want to use a car token/figure for a more thematic experience:
you are on Gear 3 and currently on the last space of the final road
● Set aside the Green die close to the Timer and Control dice.
card, you have to place all your 3 dice to move out of the card and
This tracks your Gear value.
all dice must be on the same lane for it to be a clean finish.
● Place the car where the green die should originally be. This
Otherwise it's unclean.
tracks your movement on the road
● When the game refers to the Car, it is referring to the car figure.
● When the game refers to the Gear, it is referring to the green die.

Glossary of Terms
Adjust: Change a die value by adding or subtracting.
Utilize: Using, placing, or reserving a die.

✉️clintghosn@[Link]
Use: Adjust a placed die's value by another die's value.
Place: Put a die on a space to move the car.
[Link] Reserve: Set aside a die for later use.
[Link] Movement Dice: Rolled dice, primarily used for movement.
Road: Cards depicting lanes and spaces.
Lane: A road section - left, middle, or right.
Space: A defined segment within a lane.
Adjacent: Two or more spaces sharing at least one edge.
Ahead: A space with at least one edge closer to the top of the card
than another space.
Car: The player's vehicle. Tracks road movement.
Gear: Indicates the number of dice to be placed this turn.
Timer: Monitors remaining time. At zero, the game ends.
Control: Car handling. Spent to adjust a die’s value.
Accident: Penalty for failing to meet certain game rules.
Finish: Completing the final road card by moving off of it.
Clean Finish: Staying on the same lane when moving off.
Unclean Finish: Changing lanes when moving off.

You might also like