Stirling Moss' Rally (1954)
Temps de jeu: 30
Age min.: 0
Joueurs: 2 - 6
Editeur: Lagoon Games, Pepys (Castell Brothers)
Concepteurs: (Uncredited)
Artistes: Lane
Mécaniques: Open Drafting, Point to Point Movement
Age min.: 0
Joueurs: 2 - 6
Editeur: Lagoon Games, Pepys (Castell Brothers)
Concepteurs: (Uncredited)
Artistes: Lane
Mécaniques: Open Drafting, Point to Point Movement
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Another game of the scarce Pepys double feature series.
Game box contains 14 high speed cards, 14 low speed cards, 7 hazard cards (black letter) and 5 hazards (red letter).
For movement players use 6 car cards: Jaguar, Sunbeam Talbot, Riley, Bentley, MG and Ford Zephyr.
Added are 3 long card strips depicting various towns, scenes and check points along the route of the real Rally Monte Carlo.
Each player gets a hand of 4 cards.
In his turn, he can play a high speed or low speed card in order to move his car card 1 or only 1/2 length along the pictures of the movement strips.
If another player has layed out a movement card there is the possibility to lay a hazard card upon it.
The faster you travel the worser the hazards.
Play ceases at every check point, the later you come the more penalty points you score.
A new hand is dealt then.
After the last checkpoint game alters, the players have to fix for themselves if they want to travel high or low speed until they reach finish; no other card is then allowed.
After arrival at Monte Carlo a last point total is scored.
As with most Pepys card games the graphic artwork is astounding and adds to the atmosphere of the game. Nice little filler...
Game box contains 14 high speed cards, 14 low speed cards, 7 hazard cards (black letter) and 5 hazards (red letter).
For movement players use 6 car cards: Jaguar, Sunbeam Talbot, Riley, Bentley, MG and Ford Zephyr.
Added are 3 long card strips depicting various towns, scenes and check points along the route of the real Rally Monte Carlo.
Each player gets a hand of 4 cards.
In his turn, he can play a high speed or low speed card in order to move his car card 1 or only 1/2 length along the pictures of the movement strips.
If another player has layed out a movement card there is the possibility to lay a hazard card upon it.
The faster you travel the worser the hazards.
Play ceases at every check point, the later you come the more penalty points you score.
A new hand is dealt then.
After the last checkpoint game alters, the players have to fix for themselves if they want to travel high or low speed until they reach finish; no other card is then allowed.
After arrival at Monte Carlo a last point total is scored.
As with most Pepys card games the graphic artwork is astounding and adds to the atmosphere of the game. Nice little filler...
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ag.gameitem.lastUpdated: 2025-04-30 12:48:50.055