• 2-5 Players
  • 30-45 Minutes
  • Ages 10+

The Amazing Vowel Race

  • Strategy
  • Complexity: 2.0/5
  • Ready To Publish

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)
  • 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

  1. Race Track Setup: Place the Race Track and Vowel Movement Board in the center. Place Race Tokens at Start.
  2. Vowel Position Cards: Place 1 Vowel Position Card per Player Count face up next to the Race Track.
  3. Movement Cards: Place 1 Movement Card per Player Count face up next to the Race Track.
  4. Prediction Tokens: Each player receives 5 Prediction Tokens of their color.
  5. Score Tokens: Each player receives 1 Score Token of their color. Place it on 0.
  6. Special 6-Sided dice: Place die off to the side within easy reach.
  7. 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.

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

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.