Create your own strategies to be the fastest to get Tracky back to its spaceship.
1. Place the START and GOAL cards on opposite sides of the room.
2. Remove the GAME OVER cards from the deck and shuffle the remaining cards.
3. If the game is for more than one player, alternately draw cards from the deck until someone
draws the card with a straight line. This card starts the game.
4. Place the deck face down and deal each player 8 cards. The players can see their cards but not
show them to their opponent. Start Tracky up and place it on the START card.
5. The game begins: The player who starts the game must use their turn to place one of the cards
besides the START card and then draw a card from the deck. The next player must do the same
by placing their card next to the one the previous player placed and so on. If a player runs out of
all their cards and there are no more cards left in the deck, they must draw the first card placed
at the start of the game and place it in their turn.
6. Hurry up and place your card and be the one to get Tracky to the GOAL card. If Tracky steps
off the circuit before playing the card, the player currently playing their turn is eliminated. Tracky
does not wait! If there are more than two players in the game, Tracky must return to the last card
placed. The game continues to skip the turn of the player who has been eliminated.
7. When the last card placed is close enough to the GOAL card so there is no room to place
another card in between, the next player will let Tracky reach the end of the path. If Tracky
crosses the space between the two cards and reaches the GOAL card, the player who placed
that last card is the winner. If, on the other hand, Tracky steps off the circuit, the GOAL card is
placed back within one foot of its last location. Then, Tracky is set on the last card placed and
the game continues with its usual turns until one player manages to get Tracky to the GOAL card.
Play Tracky Speed in expert mode for 2 players only!
1. Place the START and GOAL cards on opposite sides of the room.
2. Remove the GAME OVER cards from the deck and shuffle the remaining cards.
3. Alternatively, draw cards from the deck until someone draws the card with a straight line. This
card is the one that starts the game. Then, each of the players chooses a team: Blue or yellow.
4. Place the deck face down without dealing cards. Switch Tracky on and place it on the START
card.
5. The player who starts the turn draws a card from the deck and places it besides the START card.
If the line is just black or has the colour of your team, place it but... Watch out! If the card is the
other team's colour, you must give it to your opponent so that they can place it and you will lose
your turn. If a player places a card of the other team's colour or hands it over when Tracky is
already reaching the end of the path, they lose the game. If Tracky leaves the circuit before the
card is placed, the player who had the turn is eliminated.
6. When the last card placed is close enough to the GOAL card so there is no room to place
another card in between, the next player will let Tracky reach the end of the course. If Tracky
crosses the space between the two cards and reaches the GOAL card, the player who placed
that last card is the winner. If, on the other hand, Tracky steps off the circuit, the GOAL card is
placed back within one foot of its last location. Then, Tracky is set on the last card placed on
the table and the game continues with its usual turns until one player manages to get Tracky to
the GOAL card.
TRACKY SPEED (SINGLE PLAYER OR MULTIPLAYER GAME)
TRACKY SPEED LEVEL UP (TWO PLAYERS)
GAME MODES
Summary of Contents for TRACKY
Page 6: ...TYPE OF CARDS Start Cart Path card Goal Chart Game Over Card...
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