Rules
This is not a straight translation
as I have chosen to explain the rules
in my own words. They do, however, follow the official rules.

Short Racing-game for 3-4 players
Design: Michael Schacht
Published by Spiele aus Timbuktu, 2001
in a limited edition of 600 copies.

 
Idea
A group of powerful sorcerers have decided to perform a race using their magic only.
Each participant controls a team of 3 creatures which they must move over a period of 8 rounds. The goal is to reach the far end of the track and return as quickly as possible.
 
 
Contents
The supplied sheet of cardboard should be cut into the following pieces. I have glued all tiles onto heavy cardboard to make a better grip during play:
 
1 Gameboard - the Racing Track
32 Magic cards i 4 colors numbered: 1, 1, 2, 2, 3, 3, 4, 6
8 square Movement cards, each showing the 3 Creature-types plus a blank side
12 Score markers numbered 1-6 twice
1 Startplayer tile marked "S"
the Rules
 
 
Components
The gameboard contains 4 tracks. Each track has a large starting space plus 6 additional spaces. The last space has a turning point marked with a red-white ball. The red-white starting line is also the finishing line.
 
The Movement cards are divided into 4 parts. Each side is used to move a different Creature 1 to 4 spaces.


Each player has 3 types of Creatures:
a running, a flying and a crawling creature.

 
 
Preparations
In the 3-player game are the two 6-point tiles removed from the game.
One set (color) of Creatures and Magic cards are not used either.
Place the track in the center of the table.
Place the Creatures in the starting spaces. All 3 Creatures of the same color goes into the same row; the order doesn't matter.
All Creatures must face the same direction towards the turning point.
Each player takes the 8 Magic cards of his color. The color identifies the creatures he will move. Keep the face of cards hidden from the other players.
Shuffle the 8 Movement cards and place the pile face down within easy reach.
Place a set of Score markers (1-6) at either end of track (see diagram in the rules).
Determine a Start-player and give that person the S-tile.

 
 
Game Play
The game is played over 8 rounds in which the following actions are performed:
 
A)Reveal the top Movement card.Movement card
B)1. Each player in turn may play a card or pass.
2. Each player in turn may play a card or pass.
3. Each player in turn may play a card or pass.
C)1.Resolve movement for the first Creature.
2. Resolve movement for the second Creature.
3. Resolve movement for the third Creature.
D)Give the Startplayer tile to the player to the left.

 
Game play in detail:
The Start player reveals the top Movement card and places it face up on the table making sure there are space enough aounr the edges to place several cards. If he wants to, he may place one of his Magic cards face down along any one side of the Movement card. The card will count towards moving the Creature pictured along that side. If the player doesn't want to play a card must he declare: "I'm passing", and the turn goes to the player on his left side.
 
This player may also decide whether to place a card face down along any side of the Movement card. He may choose the same side as the first player or an empty side, or he may declare that he doesn't want to play a card. A player who has passed may play a card in his next turn.
 
Each player gets 3 chances to play a card or pass whereafter it is determined who will get to move which Creature this round. The four triangles of the Movement cards are numbered 1-4 in the center of the card, and the first part of Movenment is the triangle of a slightly different color. The Magic cards placed along the first edge are revealed and the player with the highest total value may move that Creature. The winner of a tie is the player who first placed a card along that edge. The other players have lost their cards in vain.
 
If the depicted Creature is a +2 flying Creature may the winner move his flying Creature 2 spaces forward.
 
He may not move any other Creature, not even when his flying Creature has crossed the finish line and cannot be moved any further.
 
The next side of the Movement card is then resolved in the same way etc.
One side of the Movement card shows has no Creature showing, and the player winning this side may choose which Creature to move the indicated number of spaces.
 
A side marked with a Questionmark (?) is a special case: The number of spaces moved are defined by the total number of cards played by all players along that side (not their value), and the winner may divide his move among several Creatures as he chooses.
 
If there was 3 Magic cards played may he, for example, move one Creature 1 space and another Creature 2 spaces.
 
When all sides of the Movement card has been resolved are all used Magic cards returned to their players who places these face down in their personal discard pile. They cannot be used again in the comming rounds. The S-tile is given to the next player in line, and he reveals a new Movement card.
 
Moving Creatures:
All Creatures moves from the starting space crossing the red-white starting line. Upon reaching the red-white turning point at the far end of the track will they score points (if available). They will then turn and move backwards towards the starting space. As they cross the finishing line will they score again.
Start: All 3 Creatures of the same player begins in the same space. No matter where a Creature is placed in the start space will its first step always be into the first space on the other side of the starting line.
Facing: It is very important to keep the facing of each Creature intact. At the beginning of the race should all Creature face the far end of the lanes, and as soon as a Creature reaches the turning point should it be turned 180 degrees so that it faces the start/finish line. The turn is free and does not cost additional movement points.
Turning Point: Each time a Creature reaches the far end of the track may its owner take the highest available Score marker at the end. Only the first 6 Creatures (5 in a 3-player game) will receive any points.
Finish: When a Creatures crosses the finishing line is it removed from the board and the owner may take the highest available Score marker at this end. The player receives nothing when the last last marker has been taken.
Jumping: With exception of the Starting space can there can only be one Creature in each space. This means that occupied spaces are not counted when moving. Optimal use of this effect can move the Creatures very fast!

 
Renewed Magic
Each player has 8 Magic cards at his disposal. Once during each game may he recover his discard pile. He may reclaim his cards at any one time during the game - even when he still has cards in hand, but he can never recover his discard pile a second time! A player who has played his last magic card cannot participate in the race any further, but he may still win the race though.
 
 
Game End
The game is over after the 8th and last Movement card has been resolved and the Creatures have moved. The only thing that remeins now are a punishment for the slowest Creatures:
 
The player with the Creature furthest behind must remove his most valuable Score marker from the game. If several Creatures share the dubious honor of being last must each player give up one their most valiable marker.
 
The player with the Creature second furthest behind must return any one marker of his choice. Again, if there are several Creatures side-by-side must all players return a marker of their choice. A player with no points have no marker to give up.
 
The player with most points is the winner of the race. If several players have the same number of points are the players last Creatures used as tie-breakers: the winner is the player who's Creatures has moved further along the track.
 
 
3 Player Game
Only 3 sides of the Movement cards are used in a 3-player game. The actual side is determined by the placement of cards: As soon as there are cards along three sides is the fourth side taboo.
 
 
Special cases
The game may end prematurely when all players have picked up their discard piles and used all their cards again. If this happens during a round is this round still completed applying normal rules. A player does not have to tell the other players how many cards he has left in hand - unless he is out of cards.
 
 
Tactic
Playing a card each turn would demand 24 cards (8 rounds of 3 turns), which is obviously impossible as the maximum number of cards available are 16 (8 cards used twice). The players should therefore economise their cards wisely.
 
 
3-player Example
At the end of round do we have the following situation:
Beginning with the slightly differently colored triangle (#1) the single blue card is revealed. Even though the card is a "1" blue wins the right to move as no one challenged him. Blue may move any Creature +2, and he chooses to move his Crawling Creature which jumps over his Running Creature.
The next triangle in clockwise direction is revealed. The bid is tied between Yellow (2+2) and Blue (4), but as Yellow has a card closest to the Movement card is he allowed to move his Running Creature 3 spaces. It jumps over his Crawling Creature, touches the Turning Point, takes the highest available Score marker, turn its direction and jumps once more over the Crawling Creature on the way back.
 
On the right side is Green the winner with 6 over Yellow's 4, and Green moves his Flying Creature 2 spaces. The facing of the Creature shows it to be on its way back, and the player moves it off the track, taking a Score marker on its way out.
Example play

© Mik Svellov 1997-2004editor@brettboard.dk17. feb 2004