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2-5 Players
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30-45 Minutes
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Ages 10+
The Amazing Vowel Race
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Strategy
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Complexity: 2.0/5
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Ready To Publish
Mechanics
Predictive Bid • Moving Multiple Units • Hand Management
Game Overview
Earn the most points by predicting vowel standings each round and strategically influencing vowel movement through Card Play and Power Cards. The game ends when a vowel crosses the finish line.
Components
- 1 Race Track (50 spaces, 5 lanes: A = Orange, E = Yellow, I = Green, O = Blue, U = Purple)
- 5 Race Tokens (A, E, I, O, U)
- 5 Score Tokens (1 of each player)
- 108 Vowel Position Cards
- 25 Prediction Tokens (5 per player, 1 per Position)
- 5 Special 6-Sided dice
- 21 Movement Cards
Setup
- Race Track Setup: Place the Race Track and Vowel Movement Board in the center. Place Race Tokens at Start.
- Vowel Position Cards: Place 1 Vowel Position Card per Player Count face up next to the Race Track.
- Movement Cards: Place 1 Movement Card per Player Count face up next to the Race Track.
- Prediction Tokens: Each player receives 5 Prediction Tokens of their color.
- Score Tokens: Each player receives 1 Score Token of their color. Place it on 0.
- Special 6-Sided dice: Place die off to the side within easy reach.
- Starting Player: Player whose name comes first alphabetically.
Gameplay Overview
Each turn consists of three phases: Position Prediction, Select Card, and Move Vowels.
Phase 1: Position Prediction
- If the identified Prediction Line has been triggered:
- Resolve any existing Predictions (see below).
- Each player secretly decides 3 different Position Predictions on 3 different Vowels.
- Players simultaneously reveal their Prediction and place their Prediction Tokens in the Prediction Area.
Phase 2: Select Card
- Players must choose to:
- Select 1 Vowel Position Card
OR - Select 1 Movement Card.
- Select 1 Vowel Position Card
Note: If this is the start of the round then the first player chooses both 1 Vowel Position Card AND 1 Movement Card.
Phase 3: Move Vowels
- Move the 4 Vowels on the Vowel Position Card the number of spaces indicated on the Movement Card.
Note: If the Vowel is a ‘Y’ the player selects a Vowel not on the Vowel Position Card to move.
Repeat until all players have had 1 Turn
Clean Up
- Discard all Vowel Position and Movement Cards and replenish area
- The player with the lowest score goes first (ties are resolved alphabetically by first name)
Special Move
- Vowels that end their movement exactly on the Prediction Line roll 1d6 equal to their current track position (ex: 4th place Vowel will roll 4d6). Immediately move the vowel the number of spaces indicated by the die. If the Vowel ends up exactly on a Predication Line repeat (adjusting the dice rolled for the new position, if applicable).
Resolving Predictions
- Each player receives 1 Point for each correct Position Prediction
- Bonus Points:
- Only player to predict that position correctly: +3 each
- Correctly predicted all 3 Vowel Positions: +10
- Only player predicting a Position (regardless if correct) (i.e. only player to predict 4th place): +4 each
- Bonus Points:
Winning
- The player with the most points wins.
- In case of a tie, ties are broken by alphabetical order by first name, then middle name, then last name.
