Spielregeln
Goal of the game
Master the alternating sections of the course. Collect gifts, use them skillfully & reach the finish line before everyone else.
Beginning
Each player receives one (1) character. Shuffle the six (6) track pieces and lay them out blind. Line up the track pieces so that the arrows are completed. Shuffle the gift cards and form a draw pile. The player who last stood on skis or a snowboard starts the turn on any space in the first row.
Round
The game is played over two (2) rounds. One round corresponds to driving through the six sections of the course. Unused gifts are taken to the second round and do not expire. As soon as a player has passed through the six (6) track sections laid out, they start at the bottom of the first row again and thus start the second and final descent.
Turn
On your turn, you can perform up to two (2) movements with your character and play the gift cards you have collected. For each move, you may move your character to an adjacent space in front of or to the side of your character (not diagonally). You may not end your move on an abyss or where there is already another character. You
may pass through occupied spaces and these count as a move.
If you pass or land on a free gift or boost field, carry out the corresponding action immediately.
Gift field
Draw one (1) gift from the draw pile and keep it secret from everyone else.
Boost field
Your current turn receives one (1) extra move.
There is no limit to the number of gifts you can collect. However, the gifts are stacked and you may only perform them one after the other (the last one drawn first, then the second last, etc.). You can use these gifts in your turn before, between or after your movements (even several in a row). Only the magnet can be played as a defense outside of your turn. The gifts are discarded after use.
Spring
You may skip one (1) field (including abysses and obstacles). Does not count as movement.
Black ice
All neighboring characters slide two (2) fields away from you (if possible).
Rocket
Hits the next character in your lane in front of you. If hit, suspends next move. Cannot overcome obstacles.
Bee sting
Leading player may only make one (1) movement in the next round.
Carrier pigeon
Leading player skip the next move.
Chili
Your current turn receives two (2) extra moves. Except: Three (3) as the last player or only one (1) extra move as the fi rst player .
Magnet
Defends against any attack on your character
Snow man (obstacle)
Place this card in any space three rows in front of or one row behind your character. This space can be entered but that person must skip next turn and the snowman will be removed.
Important for the use of chili, carrier pigeon & bee sting: A player leads if the character stands alone on a row in front of everyone else. The same applies to determining the last-placed player. If several characters are in first (or last) place in a row, negative effects apply to all characters in this row.
Beispiel für den Einsatz von Glatteis und Sprungfeder
End of the game
The first player to overcome the last track piece in the 2nd round wins!
Frequently asked questions:
- Can I enter the gift field more than once? Yes!
- Are there no more gift cards? Shuffle discarded gifts & form a new draw pile.
- What does the line on the gift card mean? You can choose one of the two actions
- You can‘t use a gift? Gifts can also be discarded without playing them.