299 lines
11 KiB
TeX
299 lines
11 KiB
TeX
\documentclass{article}
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\usepackage[top=0.125in, bottom=0.125in, left=0.125in, right=0.125in, margin=0.125in, papersize={3.5in, 5in}]{geometry}
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\usepackage{xcolor}
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\definecolor{utility}{HTML}{FFFFFF}
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\definecolor{attachment}{HTML}{5FAFCF}
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\definecolor{dog}{HTML}{BF9F7F}
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\definecolor{stretch}{HTML}{9F9F9F}
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\definecolor{personal}{HTML}{AF5FCF}
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\definecolor{movement}{HTML}{7F7FDF}
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\definecolor{damage}{HTML}{FF6F6F}
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\definecolor{sled}{HTML}{7FDF7F}
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\definecolor{food}{HTML}{CFCF4F}
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\usepackage{graphicx}
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\usepackage{enumitem}
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\usepackage{fontspec}
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\setmainfont[Scale=0.8]{Merriweather}
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\newfontfamily\Heading{Lato}
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\begin{document}
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\begin{titlepage}
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\
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\vfill
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\centering
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\includegraphics{iditacards}\par\vspace{5em}
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{\Heading\LARGE Iditacards Instruction Manual\par}
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\vfill
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\end{titlepage}
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{\noindent\Heading\Large Setup\par}
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To begin the game separate out each of the decks of cards based on the
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symbols in the lower-right corner. Give each player a starting deck. Indicated
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by a coloured rectangle in the corner. Each player should take a token marking
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their position to match the colour in the rectangle on their card.
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Also give each player two dice: one blue to keep track of hypothermia and one
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red to keep track of starvation. Each player places their wheel dog on the
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table in front of them, shuffles their deck and draws 6 cards.
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Decide which expansions to use, shuffle them and place them face down near
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the supply.
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Finally roll the weather die to determine initial weather (although it wont
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effect anyone until they get to the hills).
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\clearpage
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{\noindent\Heading\Large Objective\par}
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This is a race. Your goal is to be the first to cross the finish line. You will
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do this by upgrading your deck and your sled dog race team while slowing down
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your opponents and surviving the harsh northern climate.
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The path on the board is marked with walls, you will criss-cross up and down
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each side of the board to arrive at the finish line. A summary of this motion is
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outlined below.
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{\centering\includegraphics{images/rules/board_order}\par}
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You will unlock a new powerful card when you reach the checkpoints marked below.
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{\centering\includegraphics{images/rules/checkpoints}\par}
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\clearpage
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{\noindent\Heading\Large Costs\par}
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When a card is played the three costs are resolved in order.
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First the player must discard as many cards as the ``energy'' cost
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(blue number) of the card from their hand. Second, the player must discard as
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many cards as the ``health'' cost (red number) of the card from the top of their
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deck. Finally the player must resolve the ``risk'' cost (black number) of the
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card.
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Whatever the risk of a card is, that many cards must be played from the top of
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your deck on the subsequent turns successfully. Only then does the original
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card's effect take place.
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Additional risk costs stack. If at any point you cannot afford the cards being
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played as risk, the risk card fizzles and does nothing.
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Any cards used as payment for risk have their effects occur when they are paid
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off, even if the parent risk card fizzles.
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An example is illustrated on the next page. A dog trap is played with a hand of
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6 cards and a deck of 23 cards. As risk a move and mush are played. The risk of
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the mush is breakfast. The result is a hand of 4 cards and a deck of 14 cards.
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\clearpage
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\includegraphics{images/rules/example_1}\par
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\includegraphics{images/rules/example_2}\par
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\includegraphics{images/rules/example_3}\par
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\includegraphics{images/rules/example_4}\par
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The result of this is that the player has spent 4 turns in order to successfully
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play (in order) move, breakfast, mush, and dog trap. Note that the risk cards
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only took effect once they were fully paid in the following turns. If at any
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point the player were unable to pay for a card all unresolved cards would fizzle
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and have no effect.
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{\noindent\Heading\Large New Days\par}
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On any turn the current player may choose to take a new day. Any other players
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may choose to join them in a new day or not.
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All participating players abandon all current risks and shuffle all of their
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cards (except for in-play dogs and attachments) into their deck. They then draw
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a new starting hand. The starting hand size is 6 cards, but is often modified
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during the course of play. There is no upper limit to hand size.
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Once everyone has decided whether or not to partake in the new day, the player
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who started it rolls the weather die to determine the weather.
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\clearpage
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{\noindent\Heading\Large Weather\par}
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The weather die has 6 unique symbols on it. Each symbol has a specific effect on
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those players who are not immune. These are:
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\includegraphics[width=1.5em]{images/die/snowflake} Snow cancels the effects
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of all sled (green) cards.
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\vskip 0.5em
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\includegraphics[width=1.5em]{images/die/sun} Sun provides +1 speed.
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\vskip 0.5em
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\includegraphics[width=1.5em]{images/die/wind} Wind provides +5 speed but gives all players hypothermia.
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\vskip 0.5em
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\includegraphics[width=1.5em]{images/die/cloud} Clouds cause -1 speed.
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\vskip 0.5em
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\includegraphics[width=1.5em]{images/die/storm} Storms cancel all movement.
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\vskip 0.5em
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\includegraphics[width=1.5em]{images/die/rain} Rain provides +3 speed but gives all players starvation.
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{\noindent\Heading\Large Effects\par}
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There are some common effects that have special handling.
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{\bf Speed} is provided by some cards and is added to whatever distance a
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card indicates to move. For example if you play a card that says ``move 10'' and
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have +5 speed you will move 15 squares.
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{\bf Recover} allows you to draw cards of your choice from your discard pile.
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Recovered cards may also be shuffled into your deck.
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{\bf Immune} players are not effected by other players cards, do not take
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damage, and are not effected by the weather (either positively or negatively).
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\clearpage
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{\noindent\Heading\Large Conditions}
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There are a few conditions that you must contend with during the race.
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\definecolor{energy}{HTML}{003FFF}
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\definecolor{health}{HTML}{FF0000}
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{\color{health}\bf Starvation} increases the health cost of every card by 1 for
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each starvation you have. Keep track of starvation using the red die.
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{\color{energy}\bf Hypothermia} increases the energy cost of every card by 1 for
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each hypothermia you have. Keep track of hypothermia using the blue die.
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Neither {\color{health} starvation} nor {\color{energy} hypothermia} effect
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costs that are 0 to begin with (not including costs that are reduced to 0).
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If either your {\color{health} starvation} or {\color{energy} hypothermia}
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reaches a level of 7 you have died. Move back 30 myriameters and set them both
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to 0.
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\vskip 1em
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{\noindent\Heading\Large The Board}
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Each coloured section of the board represents a stretch. Each stretch has its
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own effect, listed at the end of the board. Additionally there may be a blue
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and/or red number next to each stretch. When you enter a stretch, if you have
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less {\color{health}starvation} than the red number you set your
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{\color{health}starvation} to it. Similarly if you have less
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{\color{energy}hypothermia} than the blue number you set your
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{\color{energy}hypothermia} to it. This applies even if you enter the stretch
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moving backwards.
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Whenever you pass another player on the board you take 1 damage and they are
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moved back 1 square. This process is iterative, so there can never be two
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players on the same space of the board.
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\clearpage
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{\noindent\Heading\Large Card Types}
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There are 8 types of cards. The remainder of this booklet describes them in
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detail.
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\vskip 1em
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{\noindent\Heading\Large\color{dog}Dog Cards}
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When you play a dog it stays in front of you and provides a passive bonus. You
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may only have up to 6 dogs at a time. You may kill friendly dogs whenever you
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wish. When a dog dies it is destroyed unless otherwise stated. When you are
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instructed to kill a dog it must be one of your dogs. If you are
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unable to kill one of your dogs the effect of the card will be voided.
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\vskip 1em
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{\noindent\Heading\Large\color{attachment}Attachment Cards}
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Attachments must be played on dogs. Unless otherwise stated dogs can only hold
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one attachment each. If you have no dogs in play attachments are discarded when
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played, to no effect. You may discard your own attachments whenever you wish.
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When the dog an attachment is on dies, that attachment is discarded.
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Armour is a particular attachment that can protect a dog even when you are
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instructed to kill it.
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\vskip 1em
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{\noindent\Heading\Large\color{food}Food Cards}
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As soon as you play a food card reduce your {\color{health}starvation} by 1.
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This happens before payment. Food cards generally provide draw.
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%\vskip 1em
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\clearpage
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{\noindent\Heading\Large\color{personal}Personal Cards}
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As soon as you play a personal card reduce your {\color{energy}hypothermia} by
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1. This happens before payment. Personal cards have the text ``Destroy up to X
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of Y''. This means you look at the top Y cards of your deck, choose up to X of
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them to destroy, then choose which of the remaining cards to shuffle back into
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your deck and which to draw into your hand.
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For example first aid says ``Destroy up to 1 of 3'' so when you play it you look
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at the top three cards of your deck. You may permanently destroy one of them and
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decide which of the rest you draw and which you shuffle into your deck. Thus
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personal cards can act as an expensive form of draw.
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\vskip 1em
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{\noindent\Heading\Large\color{sled}Sled Cards}
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Sled cards are used to upgrade the cards in your deck. They have the text ``Take
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X of Y''. This means you add cards to the supply from an upgrade deck until it
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has at least Y cards in it. Then you choose X of them to place in your {\bf
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discard} pile. The new card(s) will become available to you when you take your
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next new day.
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When an upgrade deck runs out of cards shuffle all destroyed cards of that deck
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back into it to refresh it. If all cards of a deck are in use it can no longer
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be upgraded from (this should be very unlikely).
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\vskip 1em
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{\noindent\Heading\Large Utility Cards}
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In general utility cards either have unique effects or interact with other
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players.
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\vskip 1em
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{\noindent\Heading\Large\color{movement}Movement Cards}
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In general movement cards move you along the track. Note that each square of the
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board represents a myriameter (10 kilometers). Your current speed is added to
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the movement printed on movement cards when they take effect.
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\vskip 1em
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{\noindent\Heading\Large\color{damage}Damage Cards}
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When a player takes damage they add a damaged card to their discard pile. Damage
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can be played for its cost to remove it from the deck, or destroyed by personal
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cards. If a damaged card is discarded as part of the payment of another card
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then the payment fails and the turn ends immediately. Damage cards can be
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played as risk.
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\vskip 1em
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{\noindent\Heading\Large Legendary Cards}
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At the start of each game each player draws 5 random legendary cards. Whenever
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they pass a checkpoint they must add one of them to their discard pile.
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\vskip 1em
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{\noindent\Heading\Large Single Player}
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When playing alone use the flip side of the game board. This side is more
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punishing. If you die in single player mode you lose. The goal is still to
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finish the race in as few turns as possible.
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\vskip 1em
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\hrule
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\vskip 1em
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{\small I hope you enjoy the game. - Louis A. Burke}
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\end{document}
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