THE VILLAIN
Every time a Villain card is played, you have to face the Threat described on
the Episode card.
The third time a Villain card is overcome means the Villain is finally,
totally defeated, andNo one can play any more villain cards.
The player that defeated the Villain for the third time gains 1D6 Speed points.
RACE CAR DECK CARD LIST
Card Name Notes
Mach 5 Jump & Speed +1
Mach 5 Formula One Speed +2
Mock Mach 5 Jump & Speed & Turn +1
Shooting Star Speed +1 (Spiffy Black & Yellow)
Black Tiger Turn +1 (Number 4)
Car 13 Jump +1 (Yellow)
Car 001 Repair +1 (Red)
Melange X-3 Speed +1 (Sporty Black Coupe)
Supersonic Car Speed +3 & Turn –1
DRIVER DECK CARD LIST
Card Name Notes
Speed Speed +1 & Fight +1
Racer X All Threats +1 (Rex Racer)
Kim Jugger Speed +1 (Competitive Racer)
Janine Trotter Turn +1 (Aspiring Racer)
Twinkle Banks Jump +1 & Turn +1 (Girl Daredevil)
Rock Force Speed +1 & Turn +1 (One Armed Racer)
EQUIPMENT DECK CARD LIST
Card Name Notes
Powerful Auto Jacks Jump +1
Super Grip Tires Turn +1
Auxiliary Motors Turn +1
Rotary Saws Rough Terrain +3
Safety Cockpit Repairs +3
Super Headlights Darkness +3
Submersible Water +3
Homing Robot Hand Size +1
Special Brakes Turn +1
GRX Engine Speed +1
Retractable Wings Jump +1
Jet Engines Speed +1
Oil Slick Fight +1
Mizmo Raygun Fight +1
Super Charged Speed +1
EPISODE DECK CARD LIST
Card Name Notes
Monster Car Jump +2 (Laser Tank created by the Mad Dr McFife)
Mammoth Car Speed +4 (Cruncher Block: Crime Lord)
International Assassins Fight +2 (Professor Anarchy: Evil Mastermind)
Race Rudolph Elegantor Jump +2 (Notorious Aristocratic Mastermind)
Ace Deucey Fight +2 (Mercenary)
Mr. Cumulus Navigate (Maniacal Villain with Atomic Bomb)
Tongue Blaggard Fight +2 (Unscrupulous Crime Boss)
Kadar Turn +2 (Greedy Villain)
Jack Rival Fight +2 (Unethical CEO of the Rival Motor Company)
ACTION DECK CARD LIST: AID CARDS
Card Name Notes
V-Gas Drug Speed +2
Go Speed Racer! Go! Speed +2
Driving Skill Turn +2
Elude Danger Turn +2
Quick Reflexes Turn +2
Martial Arts Fight +2
Calculate Speeds Navigate +4
Navigation Whiz Navigate +4
Natural Talents Turn +1 or Jump +1
Fearless Jump +2
Expert Marksman Fight +2
Smoke Bombs Fight +2
Overtake the Pack Speed +2
Short Cut Speed +2
Sparky Repair +2
Pops Repair +2
Chim Chim Fight +2
Spritle Fight +2
Pit Stop Repair +2
Trixie Navigate or Fight +2
Inspector Detector +2 vs Villain
ACTION DECK CARD LIST: FOE & OBSTACLE CARDS
Card Name Notes
Villain Cards 7 in Deck
Motorcycle Bandits Fight
Skull Duggery Fight (Enemy Driver)
Axle Spikes Speed
Zoomer Slick Speed (Enemy Driver)
Henchmen Fight
Alpha Team Turn (Enemy Drivers)
Assassins Fight
Grudge Match Speed
Zero Visibility Darkness
Spin out Turn
Thugs Fight
Dirty Tricks Turn or Fight
Gunman Fight
Falling Rocks Turn
Log Trap Speed
Night Darkness
Chasm Jump
Bridge Out Jump or Water
Canyon Jump or Navigate
River Water
Maze Navigate
Jungle Rough Terrain or Navigate
Blizzard Darkness or Navigate
Underground Base Fight
Avalanche Turn
Lava Flow Speed
Rubble Jump
Ramp Jump
Pile of Flaming Wrecks Jump
Mud Slide Turn
Foliage Rough Terrain
Sabotage Repair
Mechanical Failure Repair
Engine Problems Repair
Flat Tire Repair
Quicksand Jump or Turn
Remote Control Car Fight
Road Block Rough Terrain
Flooding Water
Icy Road Turn
Signposts Altered Navigate
Detour Navigate
LINKS
Speed Racer Shrine
Sparky’s
SPIDER-MAN INTRODUCTION
2 player card game.
One player is Spiderman (Spidey).
The other player is the Bad Guys.
THE DECKS
There are 2 decks:
The Bad Guy Deck & The Spiderman Deck.
The Bad Guy deck has 5 of each of the cards listed in the
Bad Guy Card List & Bad Guy Attack Card List.
The Spidey deck has 5 of each of the cards listed in the
Spiderman Card List & Spiderman Attack Card List.
OBJECTIVE
Get all 50 plot Tokens.
SETUP
Each player gets 25 plot tokens.
TURN SEQUENCE
Players go simultaneously.
Each turn is divided into 7 phases:
1. Plot Phase
2. Encounter Phase
3. Plot Thickens Phase
4. Maneuver Phase
5. Climax Phase
6. Attack Phase
7. Resolution Phase
PLOT PHASE
Each Player must put 2 Tokens in the pot (now referred to as the PLOT)
ENCOUNTER PHASE
Each player draws 7 cards from his deck.
If the deck runs out, shuffle the discard and draw from it.
PLOT THICKENS PHASE
Starting with the Bad guys, each player may up Ante by up to 5 plot tokens.
A Player may fold and concede the PLOT to his opponent.
MANEUVER PHASE
Players can discard up to 5 cards and draw replacement cards.
CLIMAX PHASE
Starting with the Spiderman, each player may up the Ante by up to 5 plot tokens.
A Player may fold and concede the PLOT to his opponent.
ATTACK PHASE
Players reveal their hands.
Calculate the value of each hand.
For the Bad Guys:
Multiply the number of cards of a particular Bad Guy x The number of his attack cards.
For Example: You have 2 Mysterio cards & 3 Energy Globes in your hand.
This would score 2 x 3 = 6.
Lets say the other 2 cards in his hand are Vulture and Lightning Blast.
No points are gained for either card. However,
If the other two cards were Vulture and Swoop Attack that would be
worth 1 x 1 = 1 point andThe total score would be 6 + 1 = 7
For Spidey:
Attack and defense cards that you only have one copy of do not count.
Multiply the number of attack cards times the number of defense cards.
For Example: You have 3 Jumps and 2 Punches and 1 Swing and 1 Tangle.
The Tangle and the Swing cards do not count.
Multiply 3 x 2 to get your final hand value: 2 x 3 = 6.
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