Entenrallye
Drive, style, repair and don't lose any time while you
are doing it!
a game from Walter Müller, translation John Webley.
(Translators note, As is obvious from the game, the Germans call
Citroen 2CVs, ducks. "Enten".)
Entenrallye, Enten fever is breaking out all over, it has even
reached as far as your place. You have each purchased an old
battered Citroen 2CV and want to turn it into the most stylish car
possible. There are four meetings each year of the Citroen owners
club and at each there will be prizes for the best styled 2CV.
Obviously you want to carry off all the prizes. So, off you go,
there is no time to lose, your car has to be fitted out with its new
parts as soon as possible and then driven to the meeting, if you don't make it time, then there will be no prizes to be won. But in the
middle of all this rush, you mustn't forget to keep your car in a
road worthy condition, if it fails it's TöV, (MOT), or ASU (Exhaust
check), then it will have to go back to the workshop to be repaired
and will never get to the meeting in time.
Contents
- 1 Game Board
- 1 Die
- 8 marker stones
- 1 set of Rules
- 6 Wooden Cars
- 6 Car Cards
- 48 New Car parts (Cards)
Game Idea and Goal
During the game, you must obtain and fit new
body work for your car and so transform it from a bettered gray 2CV
into a multicolored wonder, each part brings a point score. But the
points only count if the car makes it to the owners club meeting
before it finishes, so drive fast. But the car must also be kept in
good repair, or it will fail its MOT. And a player who spends too
much time styling or repairing cannot drive fast at the same time,
but if he drives too slowly, then he will be too late for the
meeting. The art of the game is to make the best use of the limited
time. The winner of the game is the player who gains the largest
number of points by the end of the game.
Preparation
First lay out the board in the center of the table.
Before you play the game for the first time you will need to
carefully break out the various cards. Next, each player takes a
wooden car in the color of their choice, along with the corresponding car card and marker stone. The car goes on the starting square, the
marker stone on the 0 square of the red and white repair point track,
and the car card is placed face up on the table in front of the
player. All 48 car part cards are well shuffled and placed face down
in a pile. The two orange marker stones are used later in the game.
Now choose a starting player and you can get going.
The Board
Naturally enough, in a car game there are traffic
regulations.
The road is divided into gray and beige sections. Special moves may
only be carried out when the car is on a gray square.
Special actions may not be carried out when a car is on a beige
section.
Cars may not turn on the road, they always drive forwards. The only
places where the car can turn round is at the TöV and ASU which are
dead ends.
At junctions, the player may decide which of the two routes they
will choose.
More than one car may be on a square simultaneously.
Game Play
Play proceeds in a clockwise direction. Each turn
includes up to three actions
Drive Car
The car moves along the track, it must move at least
one square per turn. The only exception is when it is waiting for a
meeting to begin.
Special Actions
A special action may only be carried out when
the car had moved onto a gray square during its turn. The choice of
special actions depends on the dice roll.
- Steal a car part from another player, only when a 1 has been rolled.
- Exchange parts, only on the roll of a 2
- Buy a car part, on a throw of 4,5,or 6.
- Repair car, throw of 2 - 6.
- Attach part to car, any dice roll.
The decision to carry out a special action is entirely the choice of
the player, any number of special actions may be carried out in one
turn.
Advance Time Markers
Every time that a 6 is rolled, then the
time marker is advanced by one space. The marker also moves on every
time that a car arrives at a meeting, or at the TöV or the ASU.
It is very important to remember that the action of advancing the time marker is
carried out after the car moves and after any special actions have been carried
out. The order of the three phases of any move must always be first movement,
then special actions, then advance time.
The Route
During the year/game there are 6 points, each of which
the player should attempt to visit during the correct month. These
are the four owners club meetings (Ententreffen) which take place in
February,(Februar), June,(Juni), August and December (Dezember), the
TöV, (MOT) in April and the ASU (exhaust check), in October (Oktober).
The players decide which of these to visit and which not. It would
be extremely difficult to visit all 6 during one game. Points can
only be gained by attending the 4 meets, and you need points to win
the game, but if you are late in getting to the TöV or ASU then you
must go back to the TöV or ASU workshop and that will make reaching
the subsequent meet very difficult. If you are too late for a meet
then the best course is to take a short cut and so make it easier to
attend the next meet.
The Race Begins
To start, the players each roll a dice and move
forward the relevant number of squares. However, they may choose to
use some of the dice points to buy parts and/or to repair the car.
Buying Car Parts
Each car part costs 3 dice points. Since the car
must move at least one square forward each turn, this means that a
player can only buy a car part on a roll of 4, 5 or 6. For example,
with a roll of 5 a player could choose to move 2 squares forward and
then to use the remaining 3 points to buy a car part.
Attaching car parts. Once you have bought a car part, you should
not show it to any other player. There are good car parts and some
absolute rubbish in the pack. The best cards have 5 points (Punkte), and 3 faults (Mangel) and the worst, 2 points and 5 faults. If you want to attach a part to your car you simply turn it face up and lay it onto your car card in the correct position. A part which has been attached may only be removed after the points reckoning at a meet, it must be left on the car until the player has got a score for it. Only one part of each type may be attached to a car at any time, you cannot lay any card on top of another. If you have a part which you do not
wish to attach immediately to your car, then you should simply lay it
face down by the side of your car card.
Repairs
The basic car has 4 times 3 faults = 12 faults. Adding
parts to a car may change the number of faults on the car. The total
number of faults is always the sum of the four visible fault numbers
(Mangel). Example: Juliane has added a part with 4 faults and one
with 5 to her car. The total number of faults on the car is
therefore 15 (3+3+4+5). In order to pass her TöV or ASU then she
must have 15 or more repair points. Collecting repair points is very
simple. Each repair point costs 1 dice point and so the player
merely moves their repair marker one space forward per dice point
instead of moving the car forward.
Example
Walter has thrown a
four. He moves his car one space forward and moves his repair marker
three spaces. He has now repaired three of the faults on his car.
You should not forget that every car must move at least one square
forward every turn, so you cannot use all the dice points to repair.
Once a car has passed the ASU station, it may not be repaired
further. No player may collect more than 20 repair points.
Stealing Car Parts
The poor player who rolls a one on the die may
steal a part from one of his neighbors. The player takes a face
down part from the stock of one of the other players. He may not
take any part that has already been attached to a car. The car is of
course still moved one square along the track, stealing costs no dice
points. If none of the other players have any face down parts then
there is nothing to steal. To recap, a player may only steal when he
rolls a one.
Exchanging Car Parts
It is only possible to exchange parts if at
least two players have car parts face down in front of them. Parts
already attached to cars may not be exchanged. An exchange may only
be carried out by a player who has just thrown a 2. Example. Walter
throws a two and decides to exchange parts with Juliane who has two
car parts laid face down in front of her. He takes one of them
without looking at its value and gives Juliane, face down, a part
which he has face down in front of him. Walter now looks at the part
that he has taken, and may, if he wishes, immediately attach it to
his car. Juliane may also examine the part that she has been given,
but may not add it to her car until her turn.
Time
The passing of time in the game is represented by the movement
of the two orange time marker stones. The markers are moved forward
by one space, whenever a player throws a 6, or when a player's car reaches a meeting, or the TöV or ASU, during or before the relevant month.
If a player throws a 6 and uses it to move to a meet etc. then the
markers move two spaces forward. Example. The two orange time marker
stones lie on March (Marz) and the number 3 circle respectively.
This means that the game time at present is the third period in
March. If someone now rolls a 6 or moves onto the TöV then the right
hand stone is moved one space down onto 4. Once the stone is on the
6 then the month is nearly ended. As soon as someone then rolls a 6
or reaches the TöV then the left hand stone is moved on to April and
the right hand one back up to the 1 circle. The game time is the now
the first period in April. April lasts until the right hand stone
again moves on from the 6 circle, it is then May and so on. The
marker stones are not placed on the board at first. Only when the
first 6 is thrown are they put onto January and 1 respectively. The
games is over at the end of December.
Important
If there are fewer
than 6 players then the number of spaces used in the right hand
column is equal to the number of players. For example, in a game
with 4 players then the month stone is advanced every time that the
right hand stone moves beyond the 4 space, and the right hand stone
moves back up to 1 rather than on to 5. Example: There are three
players and the two stones are on November and 3. If Juliane now
rolls a 6 then the stones are moved to December and 1.
In the unlikely event of all cars reaching the 4th meet before the
end of December, then the game ends of course at that point.
Citroen Owners meets (Ententreffen)
Now we turn to the long
awaited meets, where all your hard work of adding parts to your car
will be rewarded. Only cars which arrive at the meet during or
before the correct month for that meet, score points. It is not
necessary to throw the exact number to reach a meet, any excess
points are ignored. Once you have arrived you gain your points. The
player scores all the points on the attached parts. Any part which
has the same background colour as the car it is attached to scores an
extra bonus point. the points scored are noted on a sheet of paper.
Faults play no part in scoring. Once the scores have been reckoned
then the attached parts are removed and shuffled back into the pack.
The player may retain up to two face down parts, any excess must be
returned to the pack, the player chooses which parts to retain. Your
car is now once again its old grey self and you can now buy and attach more parts to it, ready for the next meet. Cars which are too late
for a meet do not lose any attached pieces, instead they drive over
the meeting place without stopping. The time markers are not
affected by this. At the end of the game the points scored at all
the meets are added and the player with the highest total wins the
game.
Waiting
Occasionally one sees super-fast cars that reach a meeting
place before the meet takes place. When this happens, the car has to
wait until the month of the meet has begun. Example. Marits has
already reached the 2nd meet during May. On her next turn the two
markers are on May and 6. She rolls the die, although she has to
wait, and rolls a 6. She cannot move on since the meet doesn't start
until June. Since she is on a brown space, she is also unable to use
the dice roll to carry out any special action. At the end of her
turn however, she moves the time markers on to June and 1. It is now
June and in her next turn she may once again move along further down the track.
All players that have already reached the 4th meet in December should continue to roll the die in the chance that they may roll a 6 and so
advance the time markers.
TöV and ASU
As has already been described in the section
"Repairs", a car will only pass its TöV or ASU if all its faults have
been repaired. Additionally, a car must reach the TöV or ASU station
during or before the correct month. Players do not need to roll an
exact number to reach the station, any excess points are ignored.
Players who have successfully reached the TöV or ASU station, move
their repair markers back down the repair track by as many spaces as
they have faults. They are then ready to drive on next turn towards
the next meet. Attached car parts are not removed at the TöV or ASU.
Example
Marit has reached the TöV station during April and has 15 repair points. His car
has 12 faults and so he moves his repair marker stone back from 15 to 3. Next
turn he drives on.
Once April is over, any cars which have not reached the TöV station
are moved back to the TöV Workshop, (TöV Werkstatt). Their repair
markers are reduced by the number of faults on their cars and the
game goes on. The cars do not need to return to the TöV. Likewise
at the end of October for cars that have not reached the ASU station.
It is important not to confuse the TöV and ASU stations ( TöV and
ASU) with the TöV and ASU Workshops (TöV Werkstatt and ASU Werkstatt)
which are separate buildings on the other side of the board. As if
being sent back to the workshop isn't bad enough, an even worse fate
awaits cars which have an insufficient number of repair points to
cover all their faults. They are placed onto the minus squares
behind the workshop. The repair marker stone is returned to 0.
Example, Juliane arrives at the ASU with 14 faults. She is there in
good time, but has miscalculated, since she has only 12 repair
points. Her car is immediately moved to the -2 space behind the ASU
workshop. From there, it is so far to the 4th meet that she has
virtually no chance of making it in time. Cars which manage to be
too late in getting to the TöV or ASU, and to have too few repair points
for all their faults, are put onto the minus spaces in the same way, but
that would never happen to you, would it?
The Game Cabinet
- [email protected]
- Ken Tidwell