This section explains most of the specific scenarios in Vroom. If you still can’t find the answer you’re looking for, please don’t hesitate to contact us by email or on social media; we’ll do our best to get back to you as soon as possible.

Vroom - FAQ

traces de pas de la sterne inca de la maison d'édition Big Moustache Games
traces de pas de la sterne inca de la maison d'édition Big Moustache Games
  • Springboard :

To set up the Springboard, place the rulebook as shown in the diagram opposite.

  • Falling debris :

Remove the objects from the landslide at the end of each race.

  • Round Trip

If the round trip is combined with the Tunnel or the Springboard, players choose whether to go through the obstacle once or, for added difficulty, twice.

  • Cliffside

Players can lift their car, lower it to the floor or raise it onto the table.

Events

  • Tunnel + falling debris

If the car at the front is in the tunnel, place the object at the tunnel exit, leaving enough space for the cars to get out.

  • Boost :

In the first edition of the game (marked 001 above the barcode), we didn’t specify this, but the Boost cards are placed on the track at the start of each race.

Modules

  • Module Ghost + Boost :

With 6 players, when these two decks are shuffled together, one of the players or the ghost car will not have a Boost card. When the ghost car moves onto a Boost card, the player to the left of the one who moved the ghost car draws a Speed card, then carry out the steps on the Boost card.

  • Module Ghost + Podium :

If the Ghost car picks up a Medal card, it is left face up so that all players can see it.

  • Module Weather + Slide :

If a flick, a blind move or a gust of wind causes the car to veer off the hairpin bends, move the car back to where it was before the move.

  • Module Weather + Boost :

If a flick, a blind move or a breath moves a car onto a Boost card when the player already has one, return the car to where it was before the move.

Mix of modules

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