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Rules ~ How to Play
(Standard Tournament Play) |
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The Creeps:
Creepy Racer rules are
based on standard, tournament play, but home players may
decide how they want to separate and sort their Creep cards.
Some players like to create and play their own Creep Decks.
Other players like the "luck of the draw". It's your
game so play it the way you want. When you enter a
sanctioned tournament, however, the Standard Tournament
Rules apply. |
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The Deck: Sort
ALL the game cards into two separate piles. The first pile
should have ten (10) Creeps for each player (2-4 players) at
the table. The second pile contains the other ninety-five
(95) cards. The second pile must have sixty (65) Calamity
and Good Fortune cards (any thirty (30) matching pairs of
Calamity and Good Fortune cards plus the five (5) matching
Monster Good Fortune cards.) The second pile must also
have any thirty (30) Hero cards, but may have no more than
five (5) Creep Eraser cards. |
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Game Duration:
Tournament play is
designed to last approximately 1 - 1.5 hours. To reduce
the length of play, simply reduce the number of Creeps in
the deck of each player. |
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Shuffle and Deal: One
player shuffles the pile of Creeps (Creep Pile). A second player shuffles
the pile of all other cards (Play Pile). |
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First,
the Creep Pile is dealt clockwise. The
first three (3) Creeps are dealt face-up and
are kept by the players for the
entire game. The remaining seven
(7) Creeps are dealt face-down and may, or
may not, be played by the receiving player
as determined by the Deck Shift (more below). |
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The
Play Pile is then dealt
clockwise so a fairly uniform number of
cards is dealt to each player.
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Each
player adds their seven (7)
face-down Creeps with all the cards received
from the Play Pile and shuffles them
together. The new combined pile is the Draw
Deck. |
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Shift the Decks: After
each player has thoroughly shuffled their
Draw Decks they place the deck (face-down)
in front of their three (3) face-up Creeps.
The player who dealt the Creep pile rolls a
die for a potential Deck Shift. If the
die is even (2, 4, 6) the players keep and
play the decks in front of them, but move
them to the right of their line of three (3)
creeps. If the number is odd (1, 3, 5) each
decks "shifts" to the player to their
immediate left and the receiving player
plays with that deck. |
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Each
player should now have three (3) Creeps
face-up in a line and a pile of face-down
draw cards to the right of the line of
Creeps. Seven (7) of the Creeps should be
in the draw deck for each player.
(See the image to the right) |
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Roll to Start: Each
player rolls a single die to determine which player goes
first. High value starts. |
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Discards: Discarded cards should be
place in a discard pile at discard area in the center of the table. |
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Your Hand:
Each player picks up the
first five (5) cards from their Draw Pile for their initial
hand. |
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Standard
Tournament Game
Play |
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Players take turns moving clockwise around the table. Each
turn may consist of two (2) moves. |
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At the
start of each turn a player draws two (2) cards from their
own Draw Deck. Each player may hold no more than ten (10)
cards in their hand at the end of their turn. If they hold
more than ten (10) cards they must discard into a common
Scrap Pile until they have ten (10) cards remaining. If any player’s Draw Deck
runs out of draw cards all cards currently in the discard pile are shuffled and
dealt to each player in the game. Each player may, and
probably will, have a different number of cards in their
Draw Deck. |
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If a
Creep is drawn it must immediately be placed in the line of Creeps in front of the player. Laying down
a drawn Creep does not count as a move and the player must
draw another card. If two Creeps are drawn, lay both
creeps in the line and draw two more cards. |
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After
the two (2) cards are drawn each player determines if they
want to pass, make one move, or make two moves. If no move
can be made the player must pass. |
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The
last player with Creeps remaining wins the game. |
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Possible
Moves |
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Calamity
Cards |
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Each
Creep card has a Strength Value ranging
between 3 and 5. A Calamity Move
involves placing a Calamity Card on an
opposing players Creep. Doing so immediately
reduces the cards Strength Value by one (1)
point. If a player is displaying a Monster
Good Fortune card it's matching Calamity
Card may not be played on ANY Creep in that
players line. In other words, Monster Good
Fortunes protects all the Creeps from the
matching Calamity. |
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The moment a Creep has collected a
number of Calamities equal to it's
strength it has a Strength Value of
zero (0) and is removed from play. |
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When a Creep is removed from play it
is placed in a separate Dead Creep
pile controlled by the player who
dealt the Creeps at the beginning of
the game. This step makes it
easier to shuffle and deal the next
game. |
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Calamity Cards reduce Creep values
by only one (1) point. If the Creep
is displaying other value enhancing
cards (like a Hero +1, below) the
Calamity Card affects the total,
overall value of the Creep and the
enhancing cards. |
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Good
Fortune Cards |
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During any move
you may remove a Calamity that has been played
against one of your Creeps by playing a
corresponding Good Fortune card on the Calamity.
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For example, if a
Bone Dry has been played on one of your
Creeps, and you have or draw an Extra Gas
card on your next turn, you may show the
Extra Gas card and remove both the Calamity
and the Good Fortune cards to the discard
pile. This action increases your
Creep's Strength Value by one (1). Good
Fortune cards are not played when the
Calamity is played, but only on your next
turn. |
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Monster
Good Fortune Cards |
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If a Calamity is
played on one of your Creeps while you hold the corresponding Monster Good Fortune card
the following may immediately occur
(if you decide to play your Monster Good
Fortune card). |
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- Announce
that you have the Monster Good Fortune for
that Calamity.
- Place the
Monster Good Fortune on the Creep
that received the Calamity.
- Remove
ALL matching Calamity Cards from ALL your
Creeps to the discard pile.
- Every
Creep that has a Calamity removed gains back
their Strength Value.
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Game play
immediately passes to you. It is
your turn. The player who played the
Calamity on you still needs to discard if
necessary.
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Monster Good Fortune cards stay on the Creep
and, while that Monster Good Fortune card
remains in the line, no Creep may be
attacked with that Calamity. The Creeps,
including the Creep with the Monster Good
Fortune, are still subject to every other
Calamity or attack. The Monster Good Fortune
shall remain in the line of Creeps until
that Creep is bumped either by attack or
other Calamity, at which time all cards are
removed to the discard pile. |
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Monster
Good Fortune cards may NOT be played at any
time other than the exact moment a Calamity
is played. In other words, a Monster
Good Fortune cannot be used to remove a
Calamity that is already in play from a
previous turn. |
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Monster
Good Fortune Cards -
Attacking other Players |
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During any move a
Creep (or combination of Creeps) may attack any single Creep. Attacking Creeps must have a
greater combined Strength Value than the Creep
being attacked. For example, a Creep with a Strength
Value of four (4) may attack a Creep with Strength
Value of three (3), but may not attack a Creep with
a Strength Value of four (4). Likewise, two (2) Creeps in
combination, having a combined Strength Value of 6 (3 +
3),
may attack any single Creep with a Strength Value of
five (5) or less. |
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All cards
involved in the attack are slid forward to separate
the attack and are all subject to loss. |
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The attacked card
may, if possible, play a Hero card, which will
affect the Strength Value of the card. The Strength
Values affected by Hero cards are calculated as follows: |
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Players with NO cards in their hand may NOT be
attacked. |
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- 2X: The Strength
Value
is doubled. If the Strength Value was 3, the value is
now 6. This card may be played with a Creep to
initiate an attack. For example, a Creep with
a value of 3 can attack a Creep with a value of 3 if
it is played in conjunction with a 2x because
it's value is now 6 (2 x3).
- 3X: The Strength
Value
is tripled. If the Strength Value was 3, the value is
now 9. This card may be played with a Creep to
initiate an attack. For example, a Creep with
a value of 3 can attack a Creep with a value of 4 if
it is played in conjunction with a 3x because
it's value is now 9 (3 x 3).
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Modifier: The player rolls
the die and multiplies the current Strength Value by the
die value. If the Strength Value was 3, and the die
rolls 4, the value is now 12 (4 x 3). This card may be
played with a Creep to initiate an attack. For
example, a Creep with a value of 3 can attack a
Creep with a value of 4 if it rolls the die and it's
modified value is greater than the attacked Creep. If,
however, the roll does not increase the value of the
attacking Creep to a number greater than the
attacked Creep, the attacking Creep loses instantly
and is placed in the Dead Creep pile.
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Reversal: The value of
last Hero consequence played is reversed. For example, if
the last player played a 2x and you play a Reversal,
the 2x moves to your pile and you gain it's power. If you use Reversal as an
initial move, your value switches with value of your
Creep with the attacked Creep.
For example, you may attack a Creep with a Strength
Value of 5 with a Creep with a Strength Value of 1
and a Reversal card because the values
Reversed.
- Creep
Eraser: Creep Erasers are
the most powerful
Hero. Creep Erasers stops play immediately and the player using
this card automatically wins the attack. Initial
moves may not be started with a Creep Eraser.
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There is no set
number of Hero cards that may be played in a single
attack. Each player involved takes turns laying down
cards until one player has no Hero cards left to
play or decides to quit. No player is ever required
to play a Hero card. |
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At the conclusion
of any Hero attack both players must place all Hero
cards in the discard pile. The losing Creep
(or Creeps if the attack was made by combining Creep
values) is then removed from the game. |
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Other
Moves |
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- Hostage
Exchange:
At any time a
player may ask another player for a Hostage Switch.
If the asked player agrees, both players draw a
single card from the other player’s hand. At no time
before the draw should either player be aware of
what card they
are drawing. No particular card is needed in your
hand to allow this move.
One time per game each player may FORCE
any other player into a Hostage
Exchange.
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Winning |
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The
game continues until all but one player has lost their
Creeps. The player with Creeps remaining wins. |
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