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| Updated 5/27/03 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| An Amazing Race |
| Plan your paths, place your
tiles, and race to the finish. This fun, strategic adventure
will keep everyone on the run! |
| What's in the Box |
- Wooden Game Board
- 18 Octagonal Tiles
- 20 "Runners," (wooden pegs: 5 each
of 4 different colors)
- Rules
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| Equipment Description |
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Runners:
There are 20 pawn-like pieces called "runners,"
five of each color. The runners move along pathways created
by the tiles. |
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Tiles:
There are 18 different 8-sided tiles. Four path segments
are printed on each tile. Each path segment forms a "roadway"
from the center of one edge of the tile to the center
of another edge. On tiles where paths cross each other,
they should be thought of as going over and under each
other, like bridges and tunnels. They don't create intersections
or junctions. |
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Board:
The board has 5 small colored circles near each edge.
Runners are placed in these 20 "starting circles"
at the beginning of the game. There are 16 raised squares
in the central area of the board. These "stop squares"
are where the runners rest between moves. Adjacent to
the stop squares, there are 17 large octagonal spaces.
Each of these spaces holds one tile. When the spaces are
filled, one tile is left over. That tile is placed in
the large circular pocket at one corner of the board. |
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| Object of Octiles |
| Move your runners across the
board from their starting circles on your side, into your
"finishing circles" on the side opposite you. (As in Chinese
Checkers, your starting circles match the color of your
own runners, and your finishing circles are the color
opposite you.) You win if you are the first player to
get all of your runners into your finishing circles.
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| Setting Up |
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1. |
Choose colors. Players should sit in front
of the starting circles of the color they selected. For
a 2-player game, the best arrangement is for the players
to sit directly across from each other. |
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2. |
Decide whether everyone will start with
3, 4, or 5 runners. The fewer runners per player, the
shorter the game will be. As a guideline, for two or three
players, 5 runners for each player works well, or try
4 each for a shorter game. For four players, use 3 or
4 runners each. |
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3. |
Place the runners in their starting circles.
Use runners of the same color as your starting circles.
Put one runner in the leftmost starting circle of your
group of 5 circles and another runner in the rightmost
circle. Then place the rest of your runners in the starting
circles in between. Other players do likewise with their
runners. If you are playing with 5 runners, all your starting
circles will be filled. If you are using less than 5 runners,
decide which of your starting circles will be empty, making
sure that the two end circles are filled. Once the runners
are in place, you cannot relocate them to one of your
vacant starting circles. |
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4. |
Scramble the tiles face down, that is,
with the blank sides showing. Turn one tile face up and
place it in the large circular pocket. Place the other
17 tiles (still face down) onto the large octagonal spaces
in the central area of the board. |
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5. |
Choose who moves first. |
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3-Player Set Up |
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Complete the above steps and then turn the
two tiles near the empty starting circles face up. |
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| Playing the Game (Summary) |
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1. |
Place the "switch" tile. The tile must
become part of a direct path between one of your runners
and an unoccupied stop square or finishing circle. |
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2. |
Remove the tile from underneath the switch
tile. The removed tile might have been either faceup or
facedown. |
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3. |
Move one of your runners along a path that
crosses the switched tile and leave it at the first resting
place that it reaches, either a stop square, or a finishing
circle. |
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4. |
Give the removed tile to the player on your
left. |
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| Your First Turn |
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| Example of a first move. |
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| Note: It is a good strategy to leave
open paths that can be extended. |
If you have the first turn, take the tile from the circular
pocket. This is called the "switch" tile because you will
exchange it with a tile already on the board to create
new paths. Before you exchange the switch tile, you must
first determine where you will place it. To do so, experiment
with plac- ing it face up on top of each of the facedown
tiles in the two octag- onal spaces closest to your runners.
Try ro- tating the switch tile in each of the two spaces
until you find an orientation that creates a path along
which one of your runners can move from its starting circle
onto one of the nearby stop squares. |
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Once you verify a path that
works, replace the facedown tile originally in that space
with the switch tile, placed face up, in the chosen orientation.
Then move your runner from its starting circle along the
path created by the newly placed tile to the nearby stop
square. The tile originally in the space becomes the new
"switch" tile and you hand it to the player on your left.
Play proceeds clockwise around the table, with each player
placing the tile passed to them, moving a runner, and
then passing the new switch tile to the next player. |
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| Subsequent Turns |
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| Example of the same player's second
move. |
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After everyone takes a turn, each player will have one
runner on a stop square. As play continues more options
become available. Place the switch tile to create a new
path (or to recreate an existing path) so that one of
your runners can move to an empty stop square, or to one
of your finishing circles. The path may be long or short,
and may move across several tiles, but the runner must
cross the just-placed tile somewhere along the new path
before coming to a resting place. |
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You may use the switch tile
to replace either a facedown tile or a tile that has
previously been played face up. It can be used to make
a new link directly between your runner and an adjacent
resting place, to replace a segment of an existing path
so that your runner can move along that path, or to alter
or extend an existing path to lead your runner to a new
stop square or finish circle. Before picking up the tile
to be replaced, lay the switch tile on top of it so that
everyone can verify that your new path is valid. Once
you remove a tile to replace it, you may not change your
mind and return it to the board. Tiles already resting
on the board are never turned in place, and tiles resting
in different spaces cannot be switched with one another. |
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| Rules for Runners |
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1. |
You may move only one of your runners per
turn. The runner can come from one of your starting circles
or from a resting spot on one of the stop squares. |
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2. |
A runner's path may travel across many
adjacent tiles and can also include the path segments
already printed on the board. The path can even wrap around
to cross the same tile from a new direction. |
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3. |
Your runner must move across the tile you
just switched. |
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4. |
A runner may not stop in the middle of a
path. A runner may not stop on a tile, nor cross over
a blank (face-down) tile. Where paths cross on a tile,
a runner continues along the current path, following it
over or under any other paths it might cross. There are
no junctions or intersections on the tiles. |
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5. |
Your runner's path must lead to an unoccupied
stop square or to one of your own finishing circles. A
runner may move from a stop square back onto the same
stop square as long as the runner crosses the newly-placed
tile during the move. |
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6. |
As soon as a runner reaches a stop square
or a finishing circle, the turn ends and the runner must
rest there. |
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7. |
Runners may not move to (or beyond) a stop
square occupied by another runner. They may not land on,
bump off, switch places with, or jump over any other runner.
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8. |
The only circles your runners may move to
are your own finishing circles. You may not move a runner
back onto one of your own starting circles, nor into an
opponent's finishing circles. |
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9. |
Once one of your runners reaches a finishing
circle, it may not move again for the rest of the game,
even to a different finishing circle. |
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| Passing and Skipping a Turn |
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You must play if possible. You
cannot choose to pass your turn. If you can't find a place
to play, but other players do find a possible move for
you, you must play. However, it can happen that you have
no playable move. If everyone agrees that you have no
move, your turn is skipped and you give the switch tile
to the next player. Partial moves (such as placing the
switch tile but not moving a runner) are not allowed.
Remember that you cannot move a runner back onto one of
your starting circles even if that is the only move you
might otherwise be able to make. |
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| No Blocking the Finish |
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There is a special rule to prevent
players from blocking their opponents from finishing:
If you have any runners on your starting circles and the
rest of your starting circles are filled with your opponent's
runners, you must give priority to opening up a starting
circle. That is, if you can, you must use your turn to
move a runner from a starting circle rather than move
a runner from a stop square. However, if no one can discover
a move that will enable you to vacate a starting circle,
you take your normal turn using a runner of your choice. |
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| Winning the Game |
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The winner is the first player
to get all of his or her runners across the board into
the finishing circles. The sequence in which the runners
fill the finishing circles does not matter. It also does
not matter which of the circles remain empty when playing
with less than 5 runners. If there are more than 2 players,
the remaining players can continue the game to determine
who comes in second place, third place, and so on. |
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If no player can make a legal
move, the last player who was able to move wins the game.
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