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Fireball Island: Race to Adventure Board Game: Rules and Instructions for How to Play

Fireball Island: Race to Adventure Board Game: Rules and Instructions for How to Play

Objective of Fireball Island: Race to Adventure

The objective of Fireball Island: Race to Adventure is to score more points than the other players by the end of the game.

Setup for Fireball Island: Race to Adventure

  • Assemble the island by attaching the three sections together.
  • Place Vul-Kar at the top of the mountain facing the helipad.
  • Put the two bridges and ladder in their corresponding spots.
  • Insert the trees into the sockets around the gameboard. The roots of each tree should point towards Vul-Kar.
  • Place the six Ember Marbles (orange) on their corresponding spots on the gameboard.
  • Set the four red Fireball Marbles in the “Scar”.
  • Place the Heart of Vul-Kar Crystal on the corresponding space near Vul-Kar.
  • Shuffle the Treasure Tokens and randomly place them on the corresponding spaces around the gameboard. You should place the tokens so the green/grass side is visible.
  • Shuffle the action cards and place them facedown where all of the players can reach them.
  • Each player chooses a figure and places it on the starting space (helipad).
  • The youngest player starts the game.
Setup for Fireball Island: Race to Adventure

Playing Fireball Island: Race to Adventure

On your turn you will take the following actions:

  1. Stand Up Your Figure
  2. Use an Action Card to Move
  3. Use the Action Card’s Ability
  4. Cleanup

Stand Up Your Figure

To begin your turn you will look at your figure. If your figure was knocked over since your last turn, stand your figure back up and place it on the appropriate space.

Should the figure be clearly on a space, stand it up on the space that it is on.

If the figure is between two spaces, you can choose either of the two spaces to place your figure on.

Knocked Over Figure
The purple figure was knocked over since their last turn. They will pick up their figure and place it on the nearest space.

Should your figure be in the river or a lava chute, you will place your figure at the end of the river/chute.

Knocked Into River in Fireball Island: Race to Adventure
The blue player was knocked into the river. At the beginning of their next turn they will move their figure to the space at the end of the river.

If your figure was knocked off the island, you will choose one of the caves on the board to place your figure on. You will not be able to use the cave you placed your figure on at the start of your turn.

Figure Knocked Off the Board
The green figure has been knocked off the board. The green player gets to move their figure to one of the cave spaces on their next turn.

Should your figure end up anywhere else, you should place it on the space closest to its current position.

Use an Action Card to Move

Next you will turn over the top card from the Action card deck. If there are no Action cards left in the Draw Pile, shuffle the Discard Pile to form a new Draw Pile.

Most of the Action cards have a number printed on them. This is the number of spaces that you will move your figure. When moving there are a few rules that you must follow.

Movement Rules in Fireball Island: Race to Adventure

Movement in Fireball Island: Race to Adventure
The green player drew a Steal card. They moved their figure eight spaces down the mountain to the left side of the board.

When moving you will count each spot on the board with a light sandy color as a space. Any brown muddy sections between these spaces do not count as spaces. Tree roots also do not count as spaces.

You must move the exact number of spaces printed on the card. The one exception to this is if you land on a bridge or the ladder. When you land on a bridge or the ladder, your movement will immediately stop.

Landing On A Bridge
The purple player has moved onto a bridge. The bridge stops the rest of their movement for this turn.

You may move in any direction, but you cannot change directions after you have started moving. Basically you can’t move in one direction and then move back onto the spaces that you were already on.

Two players may never occupy the same space. When you land on a space that another player is already on, you will jump over them to the next space in the direction you were moving. You will ignore the special action printed on any spaces that you jump over.

Grabbing Treasures

If you land on or move through a treasure space, you will pick up the corresponding treasure token from the board. Red arrows are printed on the spaces showing you which treasure you should pick up. If the arrows point to multiple treasures, you can choose which one you would like to pick up.

You may grab multiple treasures in one turn (from different spaces). Any treasure you pick up should be placed face up in front of you.

When you land on the space for the Heart of Vul-Kar, you will pick it up like any other treasure.

Taking the Vul-Kar Treasure
The purple player is on the space connected to the Heart of Vul-Kar. They will take the treasure.

If you jump over a player carrying the Heart of Vul-Kar, you may steal it from them.

Stealing Vul-Kar Treasure
The purple player currently has the Heart of Vul-Kar. The blue player has landed on their space allowing them to jump over them. This allows the blue player to steal the Heart of Vul-Kar from the purple player.

Caves

When you move to a cave space, you can choose to use it.

Temporarily stop at the cave and roll the die. The number you roll on the die determines where you can move. You can move to any cave on the island which has the same number that you rolled. If all of the spaces with the number you rolled are occupied, you cannot use the cave.

After moving to the new cave, continue moving with whatever movement points you still have remaining.

Use the Action Card’s Ability

After moving your figure, you will take the action corresponding to what is printed on the card. Some of the actions that the cards give you are as follows:

Earthquake Card in Fireball Island: Race to Adventure

Earthquake

When you play the Earthquake card, you have the ability to rotate Vul-Kar and all of the trees on the island. You may rotate them to any position that you want. You will then draw the next card from the deck and take its action.

Turning Vul-Kar in Fireball Island: Race to Adventure
This player has drawn the Earthquake card allowing them to turn Vul-Kar and the trees. The player decided to turn Vul-Kar so it faces the left side of the board.
Steal Card in Fireball Island: Race to Adventure

Steal

When you draw the Steal card you have the option to rotate Vul-Kar one spot either clockwise or counter-clockwise. You will perform this action before you move. If you hop over someone while moving, you can steal one of the treasures that they are carrying.

Ember Marble! Card in Fireball Island: Race to Adventure

Ember Marble!

The Ember Marble! card lets you launch an Ember Marble. When you launch an Ember Marble, you can only use one finger to push it. You cannot use two fingers to try and flick the marble. You are trying to push the marble so it knocks over another player(s).

Push Ember Marble in Fireball Island: Race to Adventure
The current player drew the Ember Marble! card. They will get to push one of the orange marbles. This player has decided to push this marble to try and knock over the purple player.
Cataclysm! Card in Fireball Island: Race to Adventure

Cataclysm!

The Cataclysm! card gives you the ability to launch four marbles from Vul-Kar. You will take the four fireballs from the Scar. The marbles will be dropped one at a time into Vul-Kar. You will not reset anything on the island until all four fireballs have stopped rolling.

Dropping A Marble Into Vul-Kar
This player has drawn the Cataclysm! card. They will drop all four of the red marbles into the top of Vul-Kar hoping to knock down the other players.
Run! Card in Fireball Island: Race to Adventure

Run!

The Run! card is mostly used to move your figure. With the card you do not have to stop when you move onto a ladder or bridge.

Knocked Over Figures

If a figure is knocked over (any part other than the base is touching the island) due to an Ember or Fireball Marble, the player who controls that figure will lose one of their treasures. This only counts if the marble directly hits the figure to knock it over.

If a figure falls over due to vibrations of the island or marble, or due to the table getting bumped; you will immediately pick up the figure. The owner of the figure will not lose a treasure.

If the player who was knocked over is not the current player (the one responsible for the marble moving), the current player gets to take one treasure (of their choice) from the player who was knocked over.

Should you knock over your own figure, you will choose one of your treasures to remove from the game.

Knocked Over Figure in Fireball Island: Race to Adventure
The blue player was been knocked over by one of the marbles from the Cataclysm. The blue player will lose one of their treasures for being knocked over.

Cleanup

After you take the corresponding action, you will discard the Action card.

You will then reset the island. Ember Marbles are returned to the corresponding spaces on the island. Fireball Marbles go in the Scar. The bridges and ladder are returned to their corresponding spaces.

Play then passes to the player to the left of the current player.

Winning Fireball Island: Race to Adventure

 There are three special gold treasures in the game. Once the third gold treasure is acquired by a player, the end game is triggered.

All Gold Coins Found
All three gold coins have been found. This triggers the end game. All of the players will now race to reach the helipad.

At this point all of the players will race towards the helipad in order to escape the island. Once a player reaches the helipad (does not need to be by exact count), the game ends.

Reaching the Helipad in Fireball Island: Race to Adventure
The purple player has reached the helipad ending the game. The players will now tally their scores to see who won.

Players will then tally their scores. Players will score points as follows:

  • Normal treasures – 1 point each
  • Special treasures – 2 points each
  • Heart of Vul-Kar – 6 points
  • Reaching the Heli-pad – 4 points
Final Scoring in Fireball Island: Race to Adventure
At the end of the game one of the players has acquired these treasures. They will score six points for the Heart of Vul-Kar. The special treasure scores two points. They will score eight points for the eight common treasures. If the player reached the helipad, they will score an additional four points.

The player that scores the most points wins the game. If there is a tie, if one of the tied players has the Heart of Vul-Kar they will win the game. If there is still a tie, the tied player with the most treasures wins. Should the tie still not be broken, the tied players will share the victory.

Components for Fireball Island: Race to Adventure

Year: 2021 | Publisher: Goliath Games | Designer: Rob Daviau | Artist: Víctor Pérez Corbella, George Doutsiopoulos, Jason Taylor

Genres: Children’s, Family, Roll and Move

Ages: 7+ | Number of Players: 2-4 | Length of Game: 20-30 minutes

Difficulty: Light | Strategy: Light | Luck: Moderate

Components: Fireball Island (3 parts), Vul-Kar, Heart of Vul-Kar, Ladder, 2 Bridges, 7 Trees, 4 Player Figures, 4 Fireball Marbles, 6 Ember Marbles, Die, 27 Action Cards, 36 Treasure Tokens, Instructions

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