The race
Five kids are competing in the biggest ball-bearing cart race in the neighbourhood!
You're part of the crowd… so why not bet some bubble gum?
Use your cards to move the carts down the hill, or keep them to bet on at the end of the game!
2–6 players · about 20 minutes · by Yuri Morroni & Myke Netto
Five kids are competing in the biggest ball-bearing cart race in the neighbourhood!
You're part of the crowd… so why not bet some bubble gum?
Use your cards to move the carts down the hill, or keep them to bet on at the end of the game!
| 5 | Cart cards (1 of each colour) |
| 6 | Hill cards |
| 2 | Scenery cards (start and finish) |
| 45 | Cheer cards (9 of each colour) |
| 1 | Podium card |
| 1 | Horn card |
| 10 | Advanced-mode cards: |
| 5 | 0/10 cheer cards (1 of each colour) |
| 5 | Bubble-gum cards (1 of each colour) |
With 2 players
Deal 5 cards to each player, and form the market with 5 cards.
Have the most bubble gum at the end of the race by betting on the carts that reach the podium.
Rolimã is played over several rounds, until a cart reaches the bottom of the hill and arrives at the finish card.
Each round has 3 phases:
The player with the horn card starts the round by playing one card face up in front of them. Then the other players do the same, in clockwise order.
With 2 players
Each player plays 2 cards, one at a time, alternating turns.
Once all cards have been played, the loudest cheer wins the round. Immediately move the cart of that colour to the next section of the hill, that is, the space in the row below.
If a cart reaches the finish card at the bottom of the hill, the game ends immediately (see End of the game). Otherwise, continue with the Draft phase.
The position of the carts on the table determines who is ahead:
This order is also the tiebreaker to decide which card is the highest when two or more equal numbers are played.
When a cart moves into a section that already has another cart, it overtakes it, taking the rightmost position, next to the hill card.
Numbers show the current placing of each cart.
Example
The green cart is in first place, followed by the red cart (second place).
The purple cart is third, because it is the furthest to the right in the section it shares with blue (fourth place) and yellow (last).
So a blue 7 beats a yellow 7, and the green 7 is the highest of all the 7s.
Starting with the player who played the lowest card in the previous phase, and continuing in ascending order, every player takes 1 card from the market to refill their hand.
If cards with equal numbers were played, use the cart-position tiebreaker (see Who's ahead?) to find out which one is the lowest and who takes a card first.
The last player to take a card also receives the horn card and starts the next round.
With 2 players
Take 2 cards each, still following the ascending order.
Check whether the cart in first place is in a section whose hill card is face down. If so, reveal it, and turn the hill card of the previous section face down (if there is one), so that only one hill rule is active at a time.
The rule shown on a revealed hill card must be followed for as long as it stays face up. Hill cards change the dynamics of the game by modifying the basic rules. Hill card rules always take priority over the basic rules.
Hill card example · Squashed Finger
At the end of the cheer phase, pass one card from your hand to the player on your left.
Put the cards played during the cheer phase on the discard pile. The discard pile may not be looked through during the game.
Refill the market with the right number of cards, as described in Setup. When the face-down deck runs out, shuffle the discard pile to form a new deck.
Start a new round.
When a cart reaches the finish card at the bottom of the hill, the game ends immediately.
Skip the draft phase and any other rule effects.
The 3 cards left in each player's hand are their bets on the carts.
Multiply the bubble gum shown on those 3 cheer cards according to where their carts finished:
The player with the most bubble gum in total wins Rolimã!
In case of a tie, the player holding the highest cheer card for the best-placed cart wins.
Example
This hand scores 14 bubble gum!
The green cart finished first, so its 2 bubble gum are multiplied by 4 (= 8). The yellow cart finished third, so its 3 bubble gum are multiplied by 2 (= 6). The red cheer card doesn't score.
For a more exciting game, add the advanced-mode cards. You can add just one of the modes, or both in the same game.
During setup, shuffle the 0/10 cards into the other cheer cards.
A 0/10 cheer card shows two numbers. During the cheer phase, if it is the only card of its colour played that round, it is worth 10. If another card of the same colour was played, it is worth 0.
The value decided during the cheer phase is also used for the draft order in the following phase.
At the end of the game, for breaking ties, the card is worth 10 if it is the only card of its colour among all bets, and 0 otherwise.
During setup, lay out the five bubble-gum cards face up in an area of the table.
At the end of the draft phase, the player who receives the horn card must choose one bubble-gum card and place it face up in front of them.
Each bubble-gum card is worth 1 bubble gum, multiplied according to its colour (see Scoring).
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