% This is compiled and printed on the back of the board! \documentclass{article} \pagenumbering{gobble} \usepackage[papersize={10in,10in},margin=0.5in]{geometry} \usepackage{fontspec} \usepackage{multicol} \setmainfont{GFS Didot} \newfontfamily\Racing{Faster One} \usepackage{lipsum} \begin{document} \begin{multicols}{3} {\noindent\fontsize{24}{24}\Racing How to play\par} \vskip0.3em \hrule \vskip1em {\noindent\fontsize{18}{18}\Racing Setup\par} To begin the game separate out the upgrade cards from the rest of the cards. You should be left with the starter cards (grey border), the special cards (lots of text, no image), and the stretch cards (have a distance at the bottom). Separate the starter cards into 4 equal decks (with the exact same cards in them). For reference, each player should begin with the cards listed on the list card in their deck. Setup the rest of the game by giving each player a starting deck, a red die, a blue die, and a token. Their token should be placed before the starting line on the map. {\noindent\fontsize{18}{18}\Racing Objective\par} This is a race. Just like the real iditarod your goal is to be the first to travel 1600km (160 myriameters). Each square on the board is a single myriameter, so there are 160 of them. {\noindent\fontsize{18}{18}\Racing Costs\par} The core mechanic of this game is the way in which costs on cards are played. When a card is played the three costs are resolved in order. First, the player must discard the "energy" cost (blue number) of the card from their hand. Second, the player must discard the "health" cost (red number) of the card from the top of their deck. If the player fails to pay either cost, the card does nothing. Finally the player must resolve the "risk" of the card. {\noindent\fontsize{16}{16}\Racing Risk\par} Whatever the risk (black number) of a card is, that many cards must be played on the subsequent turns successfully. Only once all such cards are played does the effect of the original card take place. If another risk occurs as payment for a risk they do stack, but once the risk of the second card is paid its effect happens even if the original risk card's effect has not. If at any point you cannot afford the cards being played as risk, the risk card fizzles and does nothing. {\noindent\fontsize{18}{18}\Racing New Days\par} On any turn a player may choose to take a new day instead of playing a card. In this case any current risks are abandoned and the player shuffles their discard pile and hand into their deck. They then draw a new starting hand. The starting hand is, by default, 6 cards. This number is frequently modified however. {\noindent\fontsize{18}{18}\Racing Destruction\par} There is an important distinction between discarding and destroying a card. When a card is discarded it is merely added to its player's discard pile and will return to their deck when they take a new day. A card which is destroyed is removed from play and will not be used in the current game ever again. {\noindent\fontsize{18}{18}\Racing Stretch Effects\par} Each stretch has a unique effect when you enter it. Like other cards, stretches may have red and blue numbers on them. These set your starvation and hypothermia respectively. Starvation increases the health (red) cost of every card by 1 for each starvation you have. This does not apply to cards with no health cost to begin with. Keep track of starvation on your sled card using the red die. Hypothermia increases the energy (blue) cost of every card by 1 for each hypothermia you have. This does not apply to cards with no energy cost to begin with. Keep track of hypothermia on your sled card using the blue die. If either your starvation or hypothermia reaches a level of 6 you have died. Move back 30 myriameters and set your starvation and hypothermia to that of your current track. If you move beyond the town you will have 0 starvation and hypothermia. All stretch effects take precedent over other effects. This means that they occur first. {\noindent\fontsize{18}{18}\Racing Special Effects\par} Recover allows you to move the specified number of cards from your discard pile into either your hand or your deck. The choice is yours. When you pass a player on the board you take 1 damage and they are moved back 1 square. This process occurs iteratively, so there can never be two players on the same space of the board (except before the starting line). The direction of movement does not matter, if you become further ahead of someone you take a damage and they move back one, even if they were moving backwards. {\noindent\fontsize{18}{18}\Racing Card Types\par} The following is a summary of how each card type works: \begin{itemize} \item Dog cards are brown. When you play a dog it stays in front of you and provides a passive bonus. You may only have 6 dogs at a time, but may kill a dog whenever you wish. A killed dog is destroyed (not discarded). \item Attachment cards are blue. You must play an attachment on a dog and dogs may only hold one attachment each. You may not remove an attachment once played. Like dogs, attachments provide passive bonuses. When the dog an attachment is on is killed, that attachment is discarded. \item Food cards are yellow. As soon as you play a food card your starvation is reduced by 1. This happens before payment and whether or not payment succeeds. \item Personal cards are purple. As soon as you play a personal card your hypothermia is reduced by 1. This happens before payment and whether or not payment succeeds. Personal cards typically have the text "Destroy up to X of Y" on them. This means that you look at the top Y cards of your deck, choose up to X of them to destroy, then choose which of the remaining cards to shuffle back into your deck and which to draw into your hand. Using a personal card is referred to as "healing". \item Sled cards are green. They typically have the text "Take X of Y" on them. This means that you look at the top Y cards of the upgrade deck, choose X of them to place in your discard pile, and destroy the rest. As they are immediately discarded all other players may see what they are. Additionally you may not use them until the next day (unless you recover them). \item Utility cards are white. They tend to be interactive. They have no effect whatsoever when you are immune. This means that they do nothing if you play them, and do not effect you if someone else plays them. Remove the utility cards from the game when playing solitaire. \item Movement cards are blue. When you play a movement card add your current speed to its effect. \end{itemize} \end{multicols} \end{document}