![]() ![]() The yellow car will be sent back to their Start space. The green player has landed on the space previously occupied by the yellow car. ![]() You will then move your car onto the space that was previously occupied by the other player. Your opponent does not lose any of the pegs from their car when they are sent back to their Start space. If you land on a space occupied by an opponent’s car, send that car back to its corresponding Start space. In order to enter the Home Zone, you need to have at least four pegs inside the car. They could use this spin to move their blue car into their Home Zone.īefore entering your Home Zone, you need to acquire enough passengers for the car. You cannot move backwards into your Home Zone though. You do not need an exact count in order to enter your Home Zone. When you move a car into its corresponding Home Zone, the car is safe for the rest of the game. This player choose the Speedway space closest to their Home Zone. The red player will then choose a new Speedway space to move their car to. Due to their spin, the player adds two pegs to their car.Īfter adding/removing pegs from your cars, you will choose one of the other Speedway Spaces on the board to move your car to. The number you spin determines what happens: You will then push down on the Pop-O-Matic popper-spinner. If you choose to take the action you will move your car to the Stop sign next to the space. When you land on a Speedway Space (by exact count), you may either choose to take the corresponding action or pass on taking it. You may not add pegs to a car on a Start or Home space. If your car is full, you can add pegs to any of your cars that are on the board. Since they landed exactly on the space, they will add two pegs to their car. The yellow player has landed on a baby space. Should you land on a Baby Space, you will add two pegs to your car. They will add one peg to their car for moving past the space. The red player has moved past the baby space. If you pass a Baby Space, you will add one peg to your car. Due to the card they drew, the blue player adds three pegs to their car. The card directs the player to add three pegs to their car. Due to landing on a Yellow Space, this player drew a card. You will read the card and take the corresponding action. Whenever you land on a Yellow space, you will draw the top card from the draw pile. If you roll a U-Turn, you can move a car counter-clockwise out of your Start space. Therefore you either need to swap two other cars, or you can use the number spun in order to move a car out from one of your Start spaces. You can only switch cars that are already out on the track. If you roll a Switch, you cannot switch a car out from one of your Start spaces. You can have as many cars as you want out on the game track at the same time. You can move any car out of your own Start based on the number on the spinner. They moved their car five spaces forward along the track. This player has spun a five and the forward symbol. Depending on what space that you land on, you will then take a special action. You will move one of your cars based on what is spun and rolled. If you move cars with this ability, the associated actions for the spaces that they are moved to are not taken. You can swap the position of any two cars as long as they are not on a Home or Start space. Your other option is two switch two of the cars out on the board. You will move your chosen car clockwise.įirst you can move one of your cars forward/clockwise spaces equal to the number on the spinner. ![]() You will get to move one of your cars backward/counterclockwise a number of spaces equal to the number on the spinner.Ĭhoose one of your cars to move twice the number of spaces shown on the spinner. You will move one of your cars forward/clockwise around the board a number of spaces equal to the number on the spinner. The symbol on the die determines how you will move one of your cars. The number on the spinner determines how many spaces that you will move one of your cars. Depending on what number the spinner lands on and what symbol is rolled on the dice, you will move one of your cars. Pressing the Pop-O-Matic popper-spinner will spin the spinner and roll the die inside the popper. You will begin your turn by pressing down on the Pop-O-Matic popper-spinner. Play passes clockwise/left throughout the game.
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