The Amazing Vowel Race

Mechanics

Predictive BidMoving Multiple UnitsHand 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)
  • 108 Word Cards
  • 5 Vowel Movement erasable boards
  • 5 Whiteboard markers
  • 15 Prediction Tokens (3 per player)
  • 21 Power Cards (7 of each level 1, 3, and 5)
  • 75 Point Tokens (25 1-point, 20 5-point, 15 10-point, 10 25-point, 5 100-point)
  • Player Reference Guides

Setup

  1. Race Track Setup: Place the Race Track and Vowel Movement Board in the center. Place Race Tokens at Start.
  2. Deal Cards:
    • 2-3 Players: Deal 5 cards per player.
    • 4-5 Players: Deal 4 cards per player.
  3. Power Cards: Separate Power Cards by power level and shuffle. Reveal 1 Power Card per level accessible to all players.
  4. Prediction Tokens: Each player receives 3 Prediction Tokens of their color.
  5. Starting Points: Each player receives 2 5-Point Tokens (total 10 Points each)
  6. Starting Player: Player whose name comes first alphabetically.

Gameplay Overview

Each round consists of three phases: Prediction, Card Play, and Scoring.

Phase 1: Prediction

  • The first player places 1 Prediction Token on a vowel.
  • Play continues to the left (clockwise), with each player placing 1 Prediction Token on their turn.
  • Repeat this process until all Prediction Tokens have been placed.
  • Players may place their Prediction Tokens on a vowel already selected by another player, but may not place multiple Prediction Tokens on the same vowel themselves.

Phase 2: Card Play

  • Players, before playing a Word Card, may:
    • Purchase a Power Card by paying its cost (1, 3, or 5 points).
    • Resolve the Power Card effect immediately.
    • Replace used Power Card immediately with a new one from the deck.
  • Players must play one Word Card from your hand:
    • Write the word on the erasable board.
    • Move vowels according to the track numbers over the corresponding vowel.
    • Wild “Y”: Choose a vowel for “Y” and decide if it moves forward or backward by the number above “Y”.
  • Players continue taking turns until:
    • 2-3 Players: Play 3 cards each.
    • 4-5 Players: Play 2 cards each.
  • Discard any remaining cards at the end of the round.

Phase 3: Scoring

  • Determine vowel standings.
  • Resolve predictions:
    • Vowel Standing is 4th or 5th Place: 0 Points regardless of the prediction
    • Prediction Exactly Matches Vowel Standing: 3 Points.
    • Prediction is 1 Off Vowel Standing (ex: Player predicted 2nd and the vowel standing is 3rd or 1st): 2 Points.
    • Prediction is 2 Off Vowel Standing (ex: Player predicted 1st and the vowel standing is 3rd): 1 Point.
  • Apply Placement Multiplier:
    • 1st Place Vowel: x1
    • 2nd Place Vowel: x2
    • 3rd Place Vowel: x3
    • 4th Place Vowel: x4
    • 5th Place Vowel : x5
  • Multipliers will change each round based on the vowels current position.
  • Multiply the points earned for each prediction by the corresponding vowel’s Placement Multiplier.

Power Cards

  • Players may purchase one Power Card per turn.
  • Power Cards have a cost of 1, 3, or 5 points.
  • Power Card List (1-cost):
    • Drop Caps: Do not include the first letter of the word (ex: PLACE -> LACE).
    • Find / Replace: Discard a card. Draw 3 cards from the deck. Choose 1 to keep. Discard the rest.
    • Copy / Paste: Discard a card. Write the last word as written.
    • Insert: Write 1 X anywhere inside the word (i.e. not at the beginning or the end).
    • Palindrome: Write the word in reverse order.
    • Indent: Write exactly 3 Xs before writing the word.
    • Typo: Swap positions of any two letters in the word.
  • Power Card List (3-cost):
    • Auto Correct: Treat 1 vowel in the word as a Y (with all Wild Y abilities).
    • Backspace: Convert 1 or more vowel movement values to negative (i.e. go backwards).
    • Abbreviation: Remove all but 1 vowel when writing the word. Add +2 movement to the remaining vowel for each vowel removed.
    • Double-Space: Double the movement value of 1 vowel.
    • Undo: Remove the last word written before writing.
    • Footnote: Use the movement numbers BELOW the written word.
    • Strike-through: Choose 2 words to write. Write the first word. The first word is ignored for movement. Use the second written word for movement.
  • Power Card List (5-cost):
    • Center Align: Move the 1st place and last place vowel to tie with the 3rd place vowel.
    • Edit: Swap 2 of your 3 predictions.
    • Justify: Move the 4th place to tie with the last place vowel AND move the 2nd place vowel to tie with the 1st place vowel.
    • Proofread: Vowels NOT in the written word move forward or backward 5 spaces (player’s choice).
    • Footer: Move the 1st place vowel back the number of spaces between the 4th and last place vowels.
    • Header: Move the last place vowel forward the number of spaces between the 1st and 2nd place vowels.
    • Bullet List: Before a written vowel moves, all vowels behind it move half the distance (round up).

Endgame

  • The game ends when any vowel crosses the finish line.
  • Complete the current round.
  • Final scores are tallied.

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

Quick Reminders

  • Only one Power Card may be used per turn.
  • Players may use multiple Power Cards over the course of a full round.
  • Wild “Y” is flexible in vowel choice and movement direction.
  • Predictions must be made on three different vowels each round.
  • Refresh Power Cards immediately after one is used.
  • Update vowel multipliers at the end of each round.

Notes for New Players

  • Balance risk and reward by watching vowel standings and using multipliers wisely.
  • High-cost Power Cards can create major swings late in the game.
  • Early rounds often favor safer predictions; later rounds may reward bold moves!