12
A new round starts:
The starting tile is passed to the next player in a clockwise direction. This
player takes the cans off the driver’s cards and places them next to them.
They start a new racing round by taking the No. 1 can and placing it on
any driver’s card. The game continues as described before.
A racing car reaches the target:
A racing car has reached the target when it passes the target line shown
on the starting/target card.
Watch out! Although being larger than a track card, the starting/target
card counts as one square.
Once a racing car crosses the target line, all the players check their
driver’s licenses to see if it was their car. Remember don’t show your
license to the others.
• If the racing car does not belong to anyone, it is put aside and in the
next round the No.5 can is withdrawn from the game.
If a second car passes the target line and does not belong to anyone,
at the beginning of the next round the No.4 can is also withdrawn.
• The racing car belongs to a player?
This player uncovers their driver’s license to prove it.
End of the Game
The game ends as soon as a racing car belonging to a player crosses the
target line. The owner of this car wins the game.
Important: If two players play, they wait until their second car has
passed the target line before saying so and by uncovering both driver’s
licenses they win the racing duel.
Variations:
• Play various rounds. Who, for example, is first after the third round?
• How about an authentic racing season? Beforehand you determine
how many races you want to drive. A race lasts until three cars have
reached the target. Then give out the scores: the first player gets 5
points, the second 3 points, the third 1 point. Who will have scored
the most points at the end of the racing season?
new racing round
pass on starting tile,
take can, put down,
move car
car of a player at
target = winner,
two players: both
cars at target =
winner