Goblin Toboggan Rule Sheet - 12-24-14
Goblin Toboggan Rule Sheet - 12-24-14
Goblin Toboggan Rule Sheet - 12-24-14
Objective:
The
objective
is
for
the
players
to
earn
the
highest
intimidation
score.
Finishing
the
course
faster
earns
you
more
points
than
slower
opponents,
but
there
are
plenty
of
bonus
points
available
for
knocking
down
your
opponents,
and
expertly
maneuvering
through
the
slalom
gates.
Set-up:
(Set-up
for
four
players
is
shown)
The
biggest
instigator
in
the
group
is
given
the
Instigator
token
and
will
start
play.
(1)
Starting
to
the
right
of
the
Instigator
and
proceeding
counterclockwise
,
each
player
selects
a
toboggan
token
and
places
it
in
a
space
behind
the
starting
line
(only
one
toboggan
per
space).
Each
player
then
takes
the
corresponding
clan
card
and
places
it
face
up
on
the
table
in
front
of
them.
(2)
Shuffle
the
108
mischief
cards
and
place
them
in
a
pile
face
down
on
the
table.
(3)
Shuffle
the
88
unmarked
tiles
and
place
them
in
piles
face
down
on
the
table.
Set
the
circular
and
barrier
tokens
to
one
side.
These
will
be
used
when
marking
card
effects
on
the
board.
(5)
Each
player
draws
a
hand
of
three
mischief
cards.
(6)
Each
player
draws
a
hand
of
three
hexagon
tiles.
(7)
The
width
of
the
toboggan
track
depends
on
the
number
of
players
as
noted
below,
and
illustrated
on
the
board.
(8)
Each
player
takes
3
black
knockdown
tokens.
(9)
Number
of
Players
Width
of
track
2
4
3
5
4
6
5
7
6
7
Play:
The
player
with
the
Instigator
token
plays
first.
A
ROUND
proceeds
as
follows:
1.
The
Instigator
plays
a
tile
in
the
right
most
space
of
the
first
empty
shaded
row
of
the
board,
starting
at
the
top.
2.
Play
then
continues
clockwise
with
each
player
adding
one
tile
to
the
row,
in
order
working
from
right
to
left.
Each
player
may
choose
any
tile
from
their
hand
to
play,
and
may
rotate
it
to
the
position
they
choose,
but
they
cannot
place
it
out
of
order.
This
rotation
continues
until
the
row
is
complete
(for
the
number
of
players
as
noted
above).
Players
do
not
draw
new
tiles
during
this
phase,
if
a
player
must
play
two
tiles
in
the
round
they
must
do
so
from
the
three
tiles
in
hand
at
the
start
of
the
round.
3.
Starting
with
the
Instigator,
and
continuing
clockwise,
each
player
completes
their
toboggan
movement
phase.
4.
All
players
draw
ONE
(1)
mischief
card
and
then
discard
to
a
hand
size
of
three
(3)
if
necessary.
*
5.
All
players
draw
enough
tiles
to
have
a
full
hand
of
3.
6.
Starting
with
the
turn
where
the
6th
row
is,
advance
the
avalanche
tile
as
indicated
by
the
avalanche
numbers
located
on
the
edge
of
the
board.
On
the
original
prototype
board
the
first
(-2)
is
an
error
and
should
be
a
(-1).
The
avalanche
numbers
should
read
-1,
-1,
-2,
-2,
-2
7.
Clear
all
tokens,
except
landmine
tokens,
from
the
board.
8.
Pass
the
Instigator
token
one
player
to
the
left.
*
Players
may
play
any
number
from
none
to
all
of
their
mischief
cards
on
their
turn,
but
each
player
only
draws
one
new
card
at
the
end
of
the
round.
Movement
Phase:
After
the
new
row
of
tiles
is
added,
the
Instigator
begins
the
movement
phase
with
play
passing
clockwise.
During
each
players
movement
phase
they
move
their
toboggan
one
space.
Turning
a
knocked
down
toboggan
upright
counts
as
a
movement.
Toboggans
can
move
one
space
to
either
of
the
adjacent
tiles
on
the
sides
or
to
the
front
(blue
arrows).
A
toboggan
can
only
move
to
the
two
adjacent
tiles
to
the
back
if
there
are
no
other
options
available
(red
arrows).
A
toboggan
may
not
double
back
to
the
previous
tile
on
the
same
turn
(for
example
when
sliding
on
ice).
Toboggans
that
cannot
move:
If
a
toboggan
cannot
move
this
turn
(because
it
completely
is
blocked
by
barricades,
trees
or
other
and/or
the
edge
of
the
board)
that
player
may
discard
some
or
all
of
their
mischief
cards
and
then
draw
up
to
a
full
hand
of
three
cards.
Only
2
Toboggans
can
occupy
a
tile
at
any
time,
for
a
third
toboggan
to
move
onto
the
tile
that
player
must
discard
a
card
of
their
choice,
a
fourth
player
must
discard
2
cards
and
so
on.
In
a
2-player
game
the
2
players
may
not
occupy
the
same
tile.
Downhill
When
moving
toboggans
players
must
obey
the
rules
outlined
in
the
tile
type
section.
If
a
legal
move
is
not
possible
the
toboggan
is
not
moved
on
the
given
turn.
(e.g.
a
Goblin
Toboggan
is
on
a
tile
that
is
surrounded
on
all
six
sides
by
trees
and/or
board
edges.)
If
on
the
next
turn
the
toboggan
still
cannot
move
the
player
may
move
it
to
any
adjacent
tile
in
a
knocked-down
position.
A
note
about
the
edge
of
the
board:
players
may
not
move
a
goblin
beyond
the
edges
of
the
board,
nor
beyond
the
tiles
that
have
been
played.
If
a
goblin
is
at
an
edge
and
has
not
been
moved
this
turn
it
must
still
be
moved
in
a
legal
manner
if
possible.
Knockdowns:
Goblin
Toboggans
are
knocked
over
in
several
circumstances
described
under
tile
types
and
on
card
text.
If
a
toboggan
is
knocked
over
lay
the
token
on
its
side.
It
requires
one
movement
for
the
toboggan
to
be
turned
upright.
Knockdown
Bonus
Points:
If
a
player
causes
an
opponents
toboggan
to
be
knocked
down,
that
player
takes
one
knockdown
token
from
the
knocked
down
opponent.
At
the
end
of
the
game,
each
knockdown
token
a
player
possesses
is
worth
1
point.
Knockdowns
of
this
type
may
occur
using
the
Ram,
Grenade
and
Tremor
cards,
or
by
sliding
into
an
opponent
using
ice,
or
landing
on
them
after
hopping
off
of
a
mogul
tile.
Tile
Types
Green
arrows
represent
a
safe
move
Red
arrows
represent
a
move
where
the
toboggan
is
knocked
down
Red
Xs
represent
an
invalid
move
IMAGE
COUNT
20
Plain/Snow:
These
tiles
have
no
special
effect.
Ice:
When
a
Toboggan
moves
onto
an
ice
tile
it
immediately
slides
to
any
other
permissible
adjacent
tile
except
the
one
it
came
from.
A
toboggan
may
slide
across
more
than
one
adjacent
ice
tile
in
one
turn.
If
no
permissible
tiles
are
available
the
Toboggan
stops
movement
on
the
ice
tile.
If
a
goblin
toboggan
is
knocked
down
when
moving
onto
ice
(e.g.
after
tripping
over
a
barrier)
it
does
continue
to
slide,
but
remains
in
a
knocked
down
position.
When
a
toboggan
slides
into
another
toboggan
that
toboggan
is
knocked
down.
Trees:
These
tiles
are
blocked.
While
players
may
not
land
on
a
tree
tile,
they
may
hop
over
them
using
a
mogul
tile.
DESCRIPTION
2
double
7
triple
in
various
configurations
Striped
barricade
tiles:
Toboggans
may
not
cross
a
striped
barricade
unless
they
use
a
mogul
tile
to
jump
over
it.
IMAGE
COUNT
9
double
in
various
configurations
5
triple
in
various
configurations
5
quad
in
various
configurations
3
single
2
double
DESCRIPTION
Orange
Barricaded
tiles:
Toboggans
may
enter
and
exit
orange
barricaded
tiles
on
any
side,
however,
crossing
an
orange
barricade
causes
the
Goblin
Toboggan
to
be
knocked
down.
The
only
exception
is
that
a
toboggan
may
hop
into
a
barricaded
tile
using
a
mogul
tile
from
a
barricaded
side
without
being
knocked
down.
Moguls:
When
a
toboggan
moves
onto
a
mogul
tile
there
is
no
immediate
effect.
When
moving
off
of
a
mogul
tile
a
player
may
catch
air
and
move
one
OR
two
spaces
in
the
direction
of
the
moguls
faces,
or
one
space
in
the
other
available
directions.
A
toboggan
may
hop
over
trees
and
rocks
if
they
are
in
the
space
immediately
in
front
of
the
moguls.
A
toboggan
may
hop
over
barricades,
including
those
in
the
landing
space,
without
being
knocked
down.
If
a
toboggan
lands
on
a
rock
it
is
knocked
down.
A
player
may
hop
over
a
tile
that
has
toboggans
in
it,
even
if
it
is
at
the
occupancy
limit;
however
a
toboggan
may
not
land
in
tile
that
has
already
reached
the
occupancy
limit.
If
a
player
catches
air
using
the
moguls
and
lands
on
another
toboggan
that
toboggan
is
knocked
down.
IMAGE
COUNT
DESCRIPTION
1
with
1
red
and
2
orange
2
with
2
red
and
one
orange
3
with
2
red
and
ice
3
with
2
orange
and
ice
4
with
3
orange
and
ice
2
with
4
orange
and
ice
8
Combination
tiles,
including
tiles
with
red
and
orange
barricades
and
tiles
with
ice
and
barricades.
These
tiles
combine
the
effects
of
the
individual
tiles
types.
4
single
side
gates
4
two
side
gates
4
three
side
gates
Slalom
Gate
Tiles:
Any
time
a
toboggan
crosses
between
the
slalom
gates
(crossing
the
purple
line)
that
player
receives
1
point.
Yeti
Tiles:
When
a
player
moves
onto
a
yeti
tile
they
must
discard
one
card,
drawn
at
random
by
the
player
on
their
left.
Rock
tiles:
Players
may
move
onto
a
rock
tile
from
any
side,
but
are
knocked
down
when
doing
so.
Avalanche
Rules:
Along
the
edge
of
the
board
are
avalanche
indicator
numbers,
-1
or
-2.
The
avalanche
number
indicates
how
many
rows
should
be
removed
by
the
avalanche
starting
from
the
top
of
the
hill.
The
avalanche
action
takes
place
at
the
end
of
the
round
where
that
activating
row
was
placed.
Row
removal
begins
with
the
first
row
of
tiles,
the
empty
row(s)
after
the
start
line
are
ignored.
Any
toboggans
in
the
row(s)
that
are
eliminated
by
the
avalanche
are
removed
from
the
race.
The
eliminated
toboggans
are
placed
in
the
last
available
finish
position
(for
example
the
first
eliminated
player
gets
4th
place
in
a
four
player
game).
If
two
or
more
toboggans
are
in
the
same
row
that
is
impacted
by
the
avalanche
the
player
with
the
most
mischief
cards
in
their
hand
is
placed
in
the
better
finishing
position.
If
the
players
have
the
same
number
of
mischief
cards
they
tie
and
finish
in
the
same
position.
There
is
an
error
on
the
board,
the
first
(-2)
is
an
error
and
should
be
a
(-1).
Mischief
Cards:
Goblin
Toboggan
contains
108
cards
that
players
can
use
to
alter
the
game
in
their
favor.
Each
card
contains
text
that
explains
its
effects
and
any
rules
that
govern
its
use.
Cards
come
in
two
main
forms:
those
that
can
be
played
at
any
time,
and
those
that
can
only
be
played
during
the
users
turn
in
the
movement
phase.
For
a
full
list
of
card
types
see
the
appendix.
The
instant
a
player
declares
they
are
playing
a
card,
that
cards
is
played,
in
that
order.
Players
may
respond
with
a
counter
card
or
additional
effect,
but
cannot
declare
that
they
are
playing
a
card
before
that
card
is
played.
For
example
player
1
declares
they
are
throwing
a
Snowball
1
at
player
2.
Player
2
cannot
then
state
that
they
are
playing
a
Mage
or
Engineer
card
before
the
Snowball
1
takes
effect,
because
the
Snowball
1
effect
was
instantaneous
the
moment
that
player
1
declared
that
they
were
playing
it.
End
Game
and
The
Finish
Line:
The
game
ends
when
all
toboggans
have
either
finished
the
race
by
crossing
the
finish
line
or
through
elimination
by
the
avalanche.
The
finishing
places
of
the
Goblin
Toboggans
are
determined
by
the
order
in
which
they
cross
the
finish
line,
beginning
with
first
place.
If
the
avalanche
crushes
a
toboggan
it
is
placed
in
the
worst
unfilled
finishing
place.
The
player
whose
toboggan
crosses
the
finish
line
first,
or
the
last
surviving
player,
is
the
winner
of
the
game.
Play
continues
until
all
toboggans
have
crossed
the
finish
line
or
have
been
crushed
by
the
avalanche.
Players
whose
toboggan
has
crossed
the
finish
line
are
still
given
a
movement
phase,
in
regular
order,
and
may
continue
to
play
cards
to
influence
the
remaining
outcome
of
the
game.
Additionally,
players
may
use
cards
to
impact
spaces
that
are
beyond
the
finish
line.
Appendix:
Common Terms
Knocked
Down:
When
a
toboggan
encounters
certain
obstacles
(see
tile
section),
is
slid
into
by
another
toboggan,
or
jumped
onto
by
another
toboggan,
it
is
knocked
down
(the
pawn
is
laid
on
its
side).
Knocked
down
toboggans
must
use
a
movement
action
to
turn
upright.
Round:
A
round
is
described
in
detail
on
page
3.
It
begins
with
tile
placement
and
concludes
with
removal
of
any
temporary
tokens
from
the
board.
Movement
Phase:
A
players
movement
phase
consists
of
the
time
during
which
that
player
is
able
to
move
their
toboggan.
It
begins
when
the
previous
player
has
completed
their
movement
and
ends
when
the
player
indicates
that
they
have
finished
their
movement
phase.
Players
may
play
movement
phase
cards
before
or
after
they
move
their
toboggan,
but
only
during
their
own
movement
phase.
Mischief
Card
List:
Legend
Card
Title:
phase
of
play;
GOBLINE
TYPE.
Card
instructions.
(quantity
of
this
card).
Blaze
a
trail:
Any
Time;
BOMBARDIER
AND
DRIVER.
Play
before
the
Instigator
places
their
first
tile
in
a
round.
Place
a
tile
from
your
hand
in
any
space
on
the
current
row.
This
replaces
your
first
normal
tile
laying
action
during
the
round.
(2)
Bomb:
Any
Time;
BOMBARDIER.
You
must
discard
another
card
from
your
hand
in
order
to
play
Bomb.
Turn
any
unoccupied
tile
upside
down.
The
space
is
now
inactive
and
cannot
be
crossed,
entered,
or
modified
in
any
way.
(3)
Botched
Plan:
Any
Time;
ENGINEER.
Play
this
card
to
cause
any
one
player
(you
may
select
yourself)
to
discard
their
whole
hand
of
cards
or
tiles
and
draw
an
equal
number
of
new
ones.
(3)
Boulders
Away:
Any
Time;
BOMBARDIER.
Turn
any
tile
into
a
rock
tile
for
the
remainder
of
this
round.
Mark
the
tile
using
a
rock
token.
Toboggans
already
on
this
tile
are
not
affected
by
the
change.
(3)
Bump
and
Run:
Movement
Phase;
DRIVER.
Move
an
opponent
on
your
tile
ro
an
adjacent
tile
one
space.
You
may
move
knocked
down
toboggans,
but
all
other
aspects
of
the
move
must
be
legal.
All
tile
effects
are
followed
as
normal.
(3)
Desperate
Measures:
Movement
Phase;
MAGE.
Replace
any
unoccupied
tile
with
one
randomly
drawn
from
the
pile.
Shuffle
the
replaced
tile
back
into
the
draw
pile.
(4)
Fresh
Powder:
Any
Time;
MAGE.
Turn
any
tile
into
a
Plain
Snow
Tile
for
the
remainder
of
this
round.
May
be
played
at
any
time.
Mark
the
tile
use
a
snow
token.
(3)
Grappler:
Any
Time;
ENGINEER.
Pull
a
sled
within
two
spaces
away
towards
you
one
space
in
as
straight
a
line
as
possible.
If
two
equal
routes
exist
you
may
choose
either.
Ignore
all
tile
features
for
this
movement.
(4)
Grenade:
Any
Time;
BOMBARDIER.
Knock
down
any
toboggan
on
the
board.
(3)
Handbrake:
Any
Time;
DRIVER.
Play
this
card
to
move
last
in
this
round.
If
another
Handbrake
is
played
in
the
same
round,
players
move
in
the
reverse
order
of
how
the
cards
were
played.
(2)
Hop
Snowdrift:
Any
Time;
DRIVER.
Turn
any
tile
into
a
single
Mogul
Tile
for
the
remainder
of
this
round.
You
must
indicate
which
side
of
the
tile
the
moguls
are
on
when
the
card
is
played.
Mark
the
tile
using
a
mogul
token.
You
may
choose
to
transform
the
tile
you
are
on.
(3)
Ice
Over:
Any
Time;
MAGE.
Turn
any
tile
into
an
Ice
Tile
with
no
barricades
for
the
remainder
of
this
round.
Mark
the
tile
with
an
ice
token.
Toboggans
already
on
the
tile
are
not
affected
by
the
change.
(3)
Im
Up!:
Any
Time;
DRIVER.
Turn
a
knocked
down
toboggan
upright
as
a
free
movement
action.
(5)
Landmine:
Movement
Phase;
BOMBARDIER.
Place
3
randomly
drawn
landmine
tokens
facedown
on
the
board,
only
one
token
may
be
placed
on
each
tile,
and
tokens
must
be
placed
on
your
tile
or
within
two
tiles.
The
next
toboggan
to
move
onto
a
tile
marked
with
a
landmine
token
flips
the
token.
If
it
reads
Boom!
the
player
is
knocked
down
and
the
token
is
removed
from
the
board.
If
the
token
is
blank
it
has
no
effect
and
is
removed
from
the
board.
(3)
Me
Too!:
Any
Time;
ENGINEER.
Instantly
copy
the
effect
of
an
opponents
card
after
it
is
played,
as
if
you
too
had
played
that
card.
(4)
Mine!:
Any
Time;
ENGINEER.
Switch
all
of
your
cards
or
all
of
your
tiles
with
an
opponent
of
your
choosing.
Players
cannot
swap
cards
or
tiles
that
have
been
played.
Cards
may
only
be
swapped
for
cards,
and
tiles
for
tiles.
(4)
Mix-up:
Any
Time;
ENGINEER.
When
playing
this
card
choose
cards
or
tiles
and
left
or
right.
All
players
must
then
pass
their
entire
hand
of
the
chosen
item
in
the
chosen
direction.
Players
cannot
play
any
cards
or
tiles
before
completing
the
declared
pass.
(4)
NO!
Gimme!:
Any
Time;
MAGE.
Cancel
another
card
as
it
is
played;
take
and
add
that
card
to
your
hand.
(3)
Ram!:
Movement
Phase;
DRIVER.
When
moving
onto
a
tile
occupied
by
an
opponent,
knock
that
opponent
down.
(4)
Ransack:
Any
Time;
ENGINEER.
Draw
the
top
3
cards
or
3
tiles
and
keep
any
two.
You
must
still
discard
down
to
a
hand
size
of
3
at
the
end
of
this
round.
(3)
REJECT!:
Any
Time;
MAGE.
Cancel
the
effect
of
another
players
card
as
it
is
played.
(4)
REJECT!
Me
Too:
Any
Time;
MAGE
and
ENGINEER.
Cancel
the
effect
of
another
players
card
as
it
is
played;
OR
Instantly
copy
the
effect
of
an
opponents
card
after
it
is
played,
as
if
you
too
had
played
that
card.
(2)
Ricochet!:
Any
Time;
BOMBARDIER.
Deflect
any
card
effect
targeted
at
you
to
another
player
of
your
choosing.
(3)
Rocket
Booster:
Movement
Phase;
ENGINEER.
Move
your
toboggan
a
second
time
this
round.
*Players
cannot
use
rocket
booster
to
undo
a
previous
movement
from
this
round.
Rocket
booster
(2nd)
actions
cannot
be
used
to
turn
a
knocked
down
toboggan
upright.
(4)
Slideways:
Movement
Phase;
DRIVER.
Move
your
toboggan
one
space
to
either
side
in
your
current
row
as
a
free
action.
Cannot
move
onto
trees.
Ignore
effects
from
barricades,
yetis,
moguls,
ice
and
rocks.
(2)
Snowball
1:
Any
Time;
BOMBARDIER.
Target
player
may
not
play
MAGE
or
ENGINEER
cards
this
round.
(3)
Snowball
2:
Any
Time;
BOMBARDIER.
Target
player
may
not
play
DRIVER
or
BOMBARDIER
cards
this
round.
(3)
Snow
Tunnel:
Movement
Phase:
DRIVER.
When
moving
your
toboggan,
ignore
one
barricade
or
rock.
Cannot
be
used
to
move
onto
tree
tiles.
(4)
SWIPE!:
Any
Time;
BOMBARDIER.
Choose
an
opponent
and
look
at
their
hand
of
cards
or
tiles
and
then
choose
one
to
steal.
(3)
Switcheroo:
Movement
Phase;
MAGE.
Swap
any
two
unoccupied
tiles
already
on
the
board.
The
rotation
of
the
tiles
must
remain
the
same.
(2)
Switcher-Twister:
Movement
Phase;
MAGE.
Swap
any
two
unoccupied
tiles
already
on
the
board.
The
rotation
of
the
tiles
must
remain
the
same.
OR
Movement
Phase;
Rotate
any
tile
already
on
the
board.
(2)
Tree
Hugger:
Movement
Phase;
DRIVER.
Treat
a
Tree
Tile
as
if
it
were
a
Plain
Snow
Tile,
other
toboggans
do
not
benefit
from
this
effect.
(3)
Tree
of
Strife:
Any
Time;
MAGE.
Turn
any
tile
into
a
Tree
Tile
for
the
remainder
of
this
round.
Mark
the
tile
using
a
tree
token.
Toboggans
already
on
the
tile
are
not
affected
by
the
change.
(3)
Tremor:
Any
Time;
BOMBARDIER.
Knock
down
all
upright
toboggans.
(3)
Twister:
Movement
Phase;
MAGE.
Rotate
any
tile
already
on
the
board.
(3)