What‛s the game about? Game Preparation and Material

your
Hold nd go!
a
nose
A hilarious memory race for 2 to 5 skunkfriends
ages 6 and up
What‛s the game about?
Come on! Tonight, the great skunk race will
start. Everybody wants to be the fastest in the
fancy race. It could happen that the noses of
the runabouts are struck by the strong smells
of their opposing skunks. Yuck! And every once
in a while, there is also the annoying puma
standing in the way. The smart animal has
pinched off its nose to escape the stench of
the stinkers. Furthermore, our skunks have
to avoid obstacles like stinking boots, fish
bones and old cheese. Good intuition and
concentration help to find the best way around
the smelly hazards. Still, the question remains,
which stinker is the swiftest? Now, it is vital to
hold your nose and go!
You reveal cards. If you flip over skunk tracks, you may move your skunk. However, if you reveal a puma, your skunk will be
frightened and stops dead in its tracks. Then, the other players profit from the track cards you have revealed so far.
Whenever your skunk overtakes another skunk, its scent chases the opponent skunk a few steps backwards. If your skunk is
the first one to move across the final movement tile, you win the race.
Game Preparation and Material
Among them are 30 round cards (20 track cards and 10 puma cards). Depending on the number of players, remove the
following cards and put them back into the game box:
2 players:
3 players:
4 players:
5 players:
2 x four-tracks, 2 x three-tracks, 2 x puma
2 x four-tracks, 1 x three-tracks, 1 x puma
1 x four-tracks, 1 x three-tracks
You play with all cards.
Shuffle all round cards and place them face down, randomly distributed in the middle of the table.
Place the
22 movement tiles
(7 red stench tiles,
15 green trail tiles)
face up in a circle
around the cards. In
between 2 stench
tiles place at least
1 trail tile. Only in
(any) one place, there
may be a maximum of
2 stench tiles placed
together.
Each player
chooses one
of 5 skunk and
puts it in front
of the first
movement tile.
Play in a clockwise order. The youngest player starts.
Course of the Game
On your turn, reveal one card at will. There are two possibilities:
1) The card shows tracks
2) The card shows a Puma
1) Tracks
Anytime you flip over tracks, place the card face up in front of you. Then, you have the choice:
-> You may end your turn ”voluntarily” and move your skunk (see Movement Rules)
or
-> Reveal a further card.
In this case, you may continue to reveal further cards and put the track cards in front of you, until:
you "voluntarily" end your turn and move your skunk (see Movement Rules)
or
you have flipped over a puma which immediately ends your turn (see The Puma) – then of course, it is too late to
"voluntarily" end your turn.
Movement Rules
In case you end your turn voluntarily, you add up all numbers on your collected track cards. The sum equals the number of
movement tiles you may move your skunk forward.
Note that your skunk may not end its movement on a stench tile!
Watch out for Stench Tiles!
No skunk may stand on a stench tile! In case a skunk would end
its move on a stench tile, you may not move it (yet). Instead, you
have to flip over a further card. (see example 1).
Every time you overtake another skunk, you squirt your scent: Each overtaken
skunk is terrified and runs backwards only to stop behind the last stench tile.
If there is no such tile, the skunk runs back to the starting area (in front of the
first movement tile).
A maximum of 2 skunks may stand on the same movement tile.
next to another skunk, or if it starts its movement from a tile with another
opposing skunk, this action is not regarded as an overtaking action. Thus, the
other skunk must not move backwards.
In case there are already 2 skunks sitting on a tile your skunk would end its
move on, it may not do so, but instead you have to reveal a further card.
Exception: When sending overtaken skunks back, it is allowed to
place 2 or more skunks on the same movement tile (see example 2).
After you have moved your skunk, place the used track cards in a
face-down pile next to the path of movement tiles. Those cards are
out of the game for now.
2
Example 1: Alex has a card showing 3 tracks
before he reveals one with 4 tracks. Now, he
would like to move his skunk forward by the
sum of 7. As the seventh movement tile in
front of his skunk is a stench tile, he needs to
flip over a further card. He is lucky in finding
another track card ("1"), and as the eighth
movement tile is a trail tile, he may now move
his skunk there. Afterwards, he places the
three used track cards face down next to the
path of movement tiles.
X
Alex
Alex
+
+
=8
Example 2: Henry‛s skunk jumps 7 tiles
forward and thereby overtakes the green,
orange, and yellow skunk. Now, all three
overtaken fellow stinkers have to move
back behind the last overleapt stench tile.
If the green skunk stood next to the
yellow or orange one before Henry's turn,
all three skunks would now be standing on
the same tile.
Henry
Henry
2) The Puma
Every time you flip over a puma, you show it to all players before you put it back face down on its position. Your skunk stays
in its current place, and your turn is over.
If, at this point, you already have track cards in front of you, you now distribute them one by one among the players in a
clockwise order. While doing so, you may decide on your own which player shall get which track card. Your fellow players
place the received track cards face up in front of them.
Jennifer
Example 3: Jennifer already has 3 track cards and wants
to flip over another one. She reveals a puma. Bad luck! She
turns the puma over again and must not move her skunk
this turn. Then, she distributes her 3 track cards one
by one in a clockwise order: Her right neighbour, Alex,
receives the card showing the "2". Henry receives the
card with the "1". As they are a total of three players, and
as Jennifer may not give a track card to herself, she must
give her third card, a "3", to Alex again, continuing the
clockwise order.
3
+
Alex
Henry
Important! On your turn, you must always first flip over 1 card – even when there are "donated" track cards in front of you
already. If you then find a track card, you may decide to end your turn and move your skunk.
It is therefore not allowed to move your skunk using only the track cards that were given to you by other players.
Example 4: At the start of his turn, Alex already owns
two "donated" track cards with a total of 5 tracks.
However, he must first flip over a card from middle of
the table, before he may move his skunk. He reveals
a track card showing a "2". Now he moves his skunk 7
tiles forward as the 7th tile is an empty trail tile. If
the tile was occupied by two other skunks or if it was a
stench tile, Alex would have to flip over a further card.
If his revealed card showed a puma, he would have to
give his track cards to Henry and Jennifer.
Alex
+
=7
As soon as there are only pumas in the middle of the table
If, after you have flipped over track cards, there are only
10 cards (in a 4- and 5-player game)
9 cards (in a 3-player game)
8 cards (in a 2-player game)
left in the middle, it is obvious: The remaining cards are pumas.
Shuffle all cards from the face-down pile and place them back face down
among the pumas in the middle of the table, before the game continues.
Now you may either
end your turn and move your skunk
or
continue your turn to flip over further cards.
Game End and Winner
The player, whose skunk firstly moves across the last movement tile, wins the game.
© 2010 Zoch GmbH - Author: Inon Kohn - Illustration: Doris Matthäus
Translation: Marc Hardenack
Vertrieb Schweiz: CARLETTO AG - Moosacherstraße 14, Postfach - CH-8820 Wädenswil - www.carletto.ch
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