Sechs Tage Rennen
Six Day Race

Designed by Walter Tonoa and Winfried Hoffmann
Translated by Brian Walker and Alan Moon

PREPARE FOR PLAY

Give each player a set of the green cards. If there are 3-5 players, each player receives four 1 and 2 cards, three 3 and 4 cards, two 5 cards, and one 7 card. If there are 6-8 players, each player receives only three 1 and 2 cards. Extra green cards are not used.

Separate the grey cards into two decks, one consisting of cards 1-3 and the other consisting of cards 4-6. Shuffle each deck and place them in the appropriate spaces on the board.

Decide how many races will be run. Six is the optimum number.

Each player selects his color rider. Place all riders behind the start finish line. Determine which player will move first.

PLAY

Play proceeds clockwise around the table, each player moving in turn.

When it is her turn to play, a player can play any card in her hand and move her rider forward the corresponding numbe of spaces. If she lands on an unoccupied space, her move ends there. If she lands on a space occupied by another rider, she doubles her move (slipstreaming). If she lands on a space occupied by two other riders, she triples her mvoe. And so on.

Example: a player plays a 3 card and lands on a space occupied by three other riders. She moves nine more spaces for a total of twelve spaces.

You may only slipstream on the first space your card brings you to, even if you end your move on another occupied space.

Cards played are discarded on the appropriate space onthe gameboard.

Disregard the thick balck line running down the middle of the track; the spaces are not divided into two lanes.

SPECIAL SPACES

A rider who lands on the FAHRERWECHSEL space must change riders. She must immediately discard all her remaining green cards and draw a random set of grey cards to replace them. If there are 3-5 players, she draws four cards from the 4-6 deck and seven cards from the 1-3 deck. If there are 6-8 players, she draws four cards from the 4-6 deck and six cards from the 1-3 deck.

A player who lands on the STURZ space loses her next turn.

No slipstreaming is allowed on either of these spaces.

POINTS

Each race is one lap. Points are scored at three different times during each race.

The first rider to cross each of the sprint lines scores 5 points, the second rider scores 3 points, and ther third rider scores 2 points and the fourth 1 point. Riders crossing fifth-eighth score nothing.

The first rider to cross the Start/Finish line wins the race and scores 10 points. Each other player now has one more turn. The second rider to cross the finish line scores 6 points, the third 4 points, and the fourth 2 points. If four riders do not cross the finish line, the riders closest to the finish line get the points. If two riders are tied for position, the points are divided equally. Example: Only two riders cross the finish line. Two other riders end the race two spaces from the finish line. They split the third and fourth place points, each getting 3 points.

LAPS DOWN

At the end of the race, a player loses a lap for every four spaces between her rider and the Start/Finish line, up to a maximum of 5 laps. Each lap lost is distinguished by a black hashmark on the board. When a gam consists of only one race, the numbe of laps lost is irrelevant.

When a game consists of more than one race, laps down become even more important than points. Players must keep track of the number of laps players lose during each race as well as the number of points. At the end of the last race, the player who has lost the least amount of laps will be the overall winner. If two or more players are tied for the least amount of laps, the player among them with the most points wins.

OPTIONAL BALANCING RULE

After every race, players change seats according to the order fo finish. The player who finished last goes first in the next race, the player who finished next to last goes second, etc. If two or more players are tied for position, the player with the most laps lost has priority. This will tend to even things out some since it is usually a slight advantage to go first.

OPTIONAL TEAM PLAY

When there are four or less players, each player can race two riders.

SUMMARY OF CARD DISTRIBUTION

Initial deal

3-5 players4 x 1 & 23 x 3 & 42 x 51 x 7
6-8 players3 x 1 & 23 x 3 & 42 x 51 x 7

Change Riders

3-5 players7 x 1-34 x 4-6
6-8 players6 x 1-34 x 4-6

SCORING

1st2nd3rd4th
Sprint5321
Finish10642

The Game Cabinet - editor@gamecabinet.com - Ken Tidwell