You are one of up to 3 players attempting to drive a specific mileage while dealing with road hazards you encounter along the way. There are 112 cards, including hazards, distance, remedy, safety, and six score cards.
Each player will need a play area for their distance, battle, speed, and safety piles. You’ll want the distance pile to be ordered numerically to assist in tracking distance traveled.
Each player is dealt a single card, beginning with the left of the dealer, and dealing continues to six cards. Play begins to the dealers left (no rule is provided for determining the dealer, so you can develop your own rule). Each player must draw one card at the beginning of their turn and play or discard one card to end their turn. Play continues until one player reaches 1,000 miles exactly (you can’t go over), or the final card is played after the draw pile has expired.
Playing the Game:
After drawing one card during your turn, you may play one of the following:
Distance Cards: These represent the total distance you have traveled during the game, with the overall goal being to reach 1,000 miles first. You may play any combination of distance cards, but you may not exceed speed limits imposed and you may only play two 200 mile cards and you must have a roll or right of way to place any distance cards. You must have green light (or Roll card) on your battle pile to place any distance cards unless you have the “right of way” safety card in your safety pile.
Hazard Cards: These allow you to disrupt your opponents movement by playing a hazard onto your opponents battle pile. The hazards are out of gas, flat tire, stop, and accident. Each hazard has its corresponding remedy card that a player may play over the hazard on their own turn. Roll, or right of way, must be placed in order to continue placing distance cards even if a hazard has been remedied.
Speed Limit Cards: These may be placed onto your opponents speed pile to restrict the distance cards that player may use. There is a corresponding “end limit” card that a player may use to remove this restriction during their own turn.
Safety Cards: There are four safety cards that grant immunity to a corresponding hazard. They may all be played during your turn or used as a Coup Fourré (“Coo-Foo-Ray”). If it is played on your turn you may remove the corresponding hazard it protects against( if one is present) and take another turn. If you decide to Coup Fourré, your opponent must play a hazard that your safety card (still in your hand) protects against. Before the next card is drawn, you must call Coup Fourré and place your safety card in the safety pile on its side. This earns you bonus points at the end of the round. You also take your turn immediately, ending the opponents current turn and skipping other players if necessary.
Scoring and Winning the Game:
At the end of the round each player tallies their score, with the goal being to reach 5000 points first. Mile cards translate 1:1 to your score. If you traveled 500 miles, you get 500 points.
Bonus Points are awarded additively under the following conditions:
Complete 1000 mile trip = 400
Each safety card in your safety pile = 100
All four safety cards in your safety pile = 300
Safety card as Coup Fourre’ = 300
Delayed Action (complete 1000 mile trip after last card is drawn) = 300
Safe Trip (you did not play any 200 mile cards) = 300
Shut-out (your opponent did not play any distance cards) = 500
For example: If you ended the game after the last card was drawn (300) by reaching the 1000 mile goal (1000+400) and you had all four safety cards (100×4+300), played one safety card as a Coup (300), and did not play any 200 mile cards (300) your score would be: 3000 for that round.