Released in 2021 by Funko Games, Jingle All the Way: It’s Turbo Time! loosely follows the events of the 1996 movie. In the game you play as a parent trying to find the extremely coveted Turbo Man action figure for your child. You need to use your wits, sneaky tactics, and even some luck to get the best set of toys to make your child’s Christmas.
Year: 2021 | Publisher: Funko Games | Designer: Funko Games | Artist: NA
Genres: Card, Memory, Take That, Trick Taking
Ages: 7+ | Number of Players: 2-4 | Length of Game: 15-20 minutes
Difficulty: Light-Moderate | Strategy: Light | Luck: Moderate
Components: Live-Action Turbo Man Figure, 16 Toy Tiles, 36 Cards, 4 Reference Cards, Instructions
Objective of Jingle All the Way: It’s Turbo Time!
The objective of Jingle All the Way: It’s Turbo Time! is to acquire the most valuable set of toys for your cart at the end of the game.
Setup for Jingle All the Way: It’s Turbo Time!
- Remove four Boosters from the toy tiles. Give each player one of the Booster tiles. If there are less than four players, return the extra Booster tiles to the box.
- Each player will place their Booster tile face down in front of them. This will start each player’s Cart.
- Shuffle the rest of the 12 toy tiles face down. Place the tiles into a 3 x 4 grid face down in the middle of the table. These set of tiles will be referred to as the Shelf for the rest of the game.
- Each player takes a reference card. The rest of the reference cards are returned to the box.
- Shuffle the rest of the cards, and deal five to each player. You may look at your own cards, but shouldn’t show them to the other players.
- The remaining cards are placed face down in the middle of the table to form the draw pile.
- The player who most recently received a gift will take the Live-Action Turbo Man figure.
Playing Jingle All the Way: It’s Turbo Time!
The game will be played over a number of rounds. Each round consists of the following five phases:
- Play Cards
- Use Card Powers
- Take Toys From the Shelf
- Turbo Time
- Draw Cards
The player with the Live-Action Turbo Man in front of them will start the round by playing one of the cards from their hand face up. You can play any card from your hand. When choosing which card to play you should consider the number and the action printed on the card.
After the first player plays their card, the next player clockwise will play a card. This continues until all of the players have played one card.
Use Card Powers
To determine the order that the players will be able to use their card powers, you will compare the numbers on the cards.
The player who played the highest numbered card will get to use their card ability first. The player who played the next highest card will get to use their ability next. This continues until all of the players have used the ability on their card.
Jingle All the Way: It’s Turbo Time! features a number of cards with different powers.
Swap!: You will swap any two toys. When you swap toys they will switch places. Any toys that are face up when that are swapped will stay face up in their new location.
Peek!: You will peek at any three toys. When peeking you will choose a face down toy. You will look at it without showing any of the other players. The tile will then be returned face down to the location you took it from.
Flip!: When you play a Flip! card, you will choose any toy tile to flip face up. This toy will stay face up unless a player plays a Shuffle! card to turn it face down. After revealing the tile, you can choose to swap the revealed tile with one of the tiles in your Cart. You can choose to not swap with the tile, if you don’t want it.
Peek & Swap!: First you will peek at any toy. You will then choose two toys to swap. You do not have to swap the toy you peeked at.
Shuffle!: Turn over any face up tiles that you have in your Cart. You will then mix up the tiles and randomly line them up again in your cart. After mixing up the toys, you can look at the tiles yourself.
Take Toys From the Shelf
After everyone has used their card powers, some of the players will be able to take a toy tile from the Shelf (tiles in the middle of the table).
The player who played the highest numbered card will get to choose one of the tiles from the Shelf to add to their Cart.
They will place this tile to the right of the last tile they added to their Cart. The tile will be placed in front of them with the same side face up as it was on the Shelf. If a tile is face down, the player can look at it to see what it is. A player may look at the toys in their own Cart at any time.
Then the player who played the second highest card will get to choose a toy tile from the Shelf to add to their Cart.
If there are only two players, the player who played the highest card in the round will get to look at one of the toys on the Shelf. They will then choose a toy from the Shelf to add to their Cart. They can choose the toy they looked at, or choose another toy. The other player will then get to take a toy of their choice.
The player who played the lowest card during the round will take the Live-Action Turbo Man. They will play the first card in the next round.
This player will also have the opportunity to discard cards from their hand. They may choose to discard as many cards from their hand as they want.
All of the cards played during the round will be discarded.
All of the players will then draw cards until they have five cards in their hand.
If the draw deck ever runs out of cards, shuffle the discard pile to form a new draw pile.
End of Jingle All the Way: It’s Turbo Time!
Jingle All the Way: It’s Turbo Time! ends when the last toy tile is taken from the Shelf.
All of the players will flip over the toy tiles in their Cart. They will then add up the points that they scored from each of the tiles. Each type of tile scores points in different ways.
Tubro Man: As the toy is a counterfeit, the player that has it will lose five points.
Turbo Man: Scores ten points
The Lottery Ball: Scores eight points
The Gift Certificate: Scores five points
Dementor: The Dementor initially scores three points. If you also have one or more Demons in your Cart, the Dementor will be worth six points.
Demons: The Demons will score points based on the number of them you have in your cart.
- One Demon: 2 points
- Two Demons: 10 points
- Three Demons: 15 points
- Four Demons: 20 points
Boosters: Boosters will score points based on how many you have in your Cart.
- One Booster: 2 points
- Two Boosters: 4 points
- Three Boosters: 9 points
- Four Boosters: 16 points
- Five or More Boosters: 25 Points
Each player will total all of the points they earned from each of their toy tiles.
The player that scores the most points, wins the game. If there is a tie, the tied player with the most toys wins the game.