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Racing Game-Action

Racing Game-Action. Please read points 1 -9 on this page first. On the reverse of this page you will find the complete rules. Carabande. Rules Overview. 1 Players flick the colorful disks with their fingers. (see fig. 1). 5

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Racing Game-Action

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  1. Racing Game-Action Please read points 1 -9 on this page first. On the reverse of this page you will find the complete rules. Carabande Rules Overview 1 Players flick the colorful disks with their fingers. (see fig. 1) 5 If you shoot your disc or one of your fellow player’s discs from the track, return the discs to the track and you must lose that turn. Score Pad 2 Before every race you can build the track as you like. Of particular importance is the positioning of the guard rails on the track. Only one fits in each track section. (see fig. 2) 6 With a little practice you should be able to cover large areas of the track (B). 7 To better flick your disk, you may use the black disc to make a space between your disc and other discs or the guard rail. (see fig. 3) 3 Whether the guard rails are on the inside or the outside is up to you. We recommend for the first track that you build the one pictured. 8 When you complete a lap, mark it on the score pad. 4 Be Careful! There are many points around the track that discs can fly off (A). Start/Finish Line 9 Whoever completes 3 laps first is the winner. Figure 1 Figure 2 Figure 3

  2. Rules for Racing Game-Action Before your first game, you should read the Game Overview on the reverse side. There is a picture of the track that you should build and how the game will be played. The rules on this page are all that are required to play the game. After you have read through them, you can begin playing. The additional rules for “Racing Game-Action” - Professional, you will find in the “Group Leader” booklet. Game Preparation • Before the first game, apply the stickers to the discs. (see the sticker sheet) • Set up the track pieces so that they make an enclosed track. • Insert the guard rails in the grooves along the track edges. The long pieces are for the curved track the short are for the straight track. • Place the black disc, the score pad and a pencil in the center of the track. • Give each player a disc. The youngest player gets disc 1 and goes first. (for 2-4 players, each player may receive two discs. In this case, both discs should be of the same color. Special Conditions during Play. A) Disc Spacing • You may use the black disc to put some space between your disc and the wall or another disc, to obtain a better shot. • Place the black disc on its side to measure the space between discs or to the wall. (see fig. 3 - other side) • You may not make a space larger than the width of the black disc. • You may not move another player’s disc, only your own disc. B) Contact with Other Player’s Discs Generally, you can shoot at other player’s discs and change their positions on the track. C) If You Knock Other Player’s Discs Off the Track • If your disc hits another disc so hard that it leaves the track, your turn is deemed invalid. • You must then move your disc back to where it started the turn and your turn ends. Tip: After you flick your disk, leave your hand on the track to show where you started. • You must try to return all other discs to where they were before your turn. D) If You Knock Your Own Disc Off the Track • Return your disc to where it started the turn and your turn is over. E) If a Player Flips a Disc Over • If a player manages to flip their disc such that the sticker side is down, they will miss their next turn. • During the next turn, that player may only flip the disk sticker side up. Their turn is over. • This disc may be struck by other player’s discs and its position on the track may change. • Should an upside down disc be knock off the track, it is returned to its original spot still face down. Game End • As soon as a player completes his third lap, he wins the race. • The others players continue playing until all discs have finished. Playing Tips 1. The Flicking A good player will use the same technique as the Indian game “Carrom”. Using the fingernail of the index finger, middle finger or thumb to snap the the disk. (see fig. 1 - other side) 2. Bouncing Off Guard Rails As you get better, you should be able to bounce the disc off the guard rails and glide along them to make longer shots. Learning to make decent bank shots can get you out of some bad positions. Sequence of Play 1. Every race consists of three laps. 2. The player with disc 1 places his disc behind the Start/Finish line and flicks it as far as possible along the track. The other players take their turns in disc number order. 3. When everyone has taken a turn, the player with disc 1 goes again regardless of position on the track. The rest of the players follow in disc number order. 4. When a player’s disc crosses the Start/Finish line, he places a mark under his number on the score pad. When he completes a second lap, he will make a second mark and so on. 5. The first person to finish three laps wins. Carabande Picture of the non-Audi version of Carabande

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