Rules to 1000 Yards

Contents

115 cards 

The Great Race

It's race day in the neighborhood. Everyone is ready to go. Some are on skates, some have their scooters and some are just hightailing it on their legs. Who can make it the distance and cross the finish line first?

How to win

Every player or team compete to reach exactly 1,000 yards. First you have to get started with a go card and then you are off to the races. You can play race cards and try to build up those cards. Opponents can place trouble cards on you slowing or stopping you until you can reverse it with a fix. Protection cards are more rare but stop the trouble before it starts.

After one player finishes everyone adds their scores(their distance plus any counter bonuses they have gotten) and the player with the most points wins.

Setup

2-3 player game

Take one of each of these cards out of the deck and put them back into the box. You don’t need them for this game.

  • traffic
  • accident
  • hungry
  • flat tire
  • restriction

4 or 6 player game

When playing in pairs turns should alternate between the teams so that you never have two players on the same team taking consecutive turns.

When playing with teams players share a playing area and any effects will apply to both players

Choose a dealer. The dealer should shuffle the deck and deal 7 cards to each player. The remaining cards should form a draw pile at the center of the table.

The player to the dealer’s left goes first and play continues clockwise. 

Gameplay

On their turn a player plays a card and then play moves to the next player.

The cards:

• Go card.

Go cards need to be in play in your area before you can play any race cards.

• Race card. 

You can only play one as long as you have a go in play. They are placed into your 'race zone'. These add to your total points. Remember the goal is to reach exactly 1000 yards.

You can only play two 200 scooter cards into each Race zone.(They have a limited charge)

• Trouble cards and Fix cards.

Trouble cards are played in front of another player that has a go card in play. This discards their go card and they may not play another one until the appropriate fix card is played. There are 5 kinds of trouble and each has their own fix.

  • Flat tire - Pump fixes it
  • Accident - First aid fixes it
  • Hungry - Snack fixes it
  • Traffic - Crosswalk fixes it

When you play a fix card you may discard the matching trouble. You will need to play another go card to play Race cards again.

• Restriction card.

Similar to a Trouble card restriction cards can be placed in front of another player who has a go card in play. Unlike a trouble card it does not discard their go card but instead prevents them from playing any race card with a vehicle icon.

• Protection card.

Play this in front of you. This is a free action and does not take a turn. These prevent other players from playing trouble of that type on you, cancels that trouble if it already exists, and can also be used as counters.

  • New tire prevents Flat tire
  • Training wheels prevents Accident
  • Meal prevents Hungry
  • Crossing guard prevents Traffic and Restrictions

Crossing guards have some special rules.
If you play one into your play area it means:
• You DO NOT need a Go card on your Race Pile to be able to play Race cards! (You still need to repair Trouble with Fix cards, but don’t need to follow them with Go cards to play race cards again)
• Opponents can play Trouble cards on you even if you don't have a go card. They of course can't play a trouble card you are protected against.
• You can ignore Restriction cards for the rest of the game!

Start the next turn:

The player then draws up to 7 cards in hand and it moves to the next player clockwise.

Counters


1. If an opponent plays a Trouble card on you but you have the Protection card that prevents the Trouble in your hand, you may play a counter.
2. Put the Protection card sideways in your play area to indicate it is worth a bonus 200 points.
3. Move the Trouble card to the discard pile. You are protected from that Trouble for the rest of the game.
4. Take another card to bring the number in your hand back up to seven and take a turn.
6. The player to your left goes next. Some players may lose a turn because of this.


Winning


4 players
• The game ends as soon as a team reaches 1,000 yards. You CAN’T go more than 1,000 yards – it must be exact!
• The team with the most points wins!

2, 3 or 6 players
• The game ends as soon as someone reaches 7,00 yards. You CAN’T go more than 1,000 yards – it must be exact!
• The team with the most points wins!