Objective of Wild Kratts Race Around the World
The objective of Wild Kratts Race Around the World is to collect a Creature Power Suit from each habitat and make it back to Tortuga HQ before the other players.
Wild Kratts Race Around the World Setup
- Sort the Creature Power Suit tokens by their color. Place each set on its corresponding space on the gameboard.
- Sort the Creature Power Disc tokens by their color. Set each pile on the corresponding space on the gameboard.
- Each player chooses a character and places the corresponding playing piece on the Start/Finish space.
- The youngest player starts the game. Play passes to the left throughout the game.

Playing Wild Kratts Race Around the World
To start your turn you will spin the spinner.
The number you spin determines how many spaces you will move your playing piece. You will move clockwise around the gameboard. You must move your piece the total number of spaces you spun with one exception (see below).


After moving you will look at the space you landed on. If you landed on a special space, you will take the corresponding action. For more information about what each space does, see the corresponding section below.
After you finish taking an action based on the space you landed on, your turn ends. Play passes to the player on your left.
Gameboard Spaces of Wild Kratts Race Around the World

Creature Power Suit
The Creature Power Suit space is different from the rest of the spaces on the board. Should your spin take you past the space, you will instead stop on the space.
Whether you land on the space or stop on it with movement left, you will take the Creature Power Suit that matches your character. You will place it in front of you. You can only take your own Creature Power Suit.

After you have taken your Creature Power Suit, you will end your turn even if you had movement left.
If you took your Creature Power Suit from the space on a previous turn, you will ignore the space’s action. If you still have movement left, you will move past the space (counting it as one space).

Creature Power Disc
When you land on a Creature Power Disc space, you will choose one of the discs from the space. You will place the chosen Creature Power Disc in front of you. You may collect multiple Creature Power Discs from the same habitat/color.

Unlike the Creature Power Suit space, you must land on the Creature Power Disc space to take one of the discs. If your movement takes you past the space, you will not take a Creature Power Disc.

Swipe
Should you land on a Swipe space or spin Swipe on the spinner, you have a decision to make.
First you can choose another player and take one of their Creature Power Discs. You can take a Creature Power Disc of a habitat/color that you already own.

Otherwise you can choose to take a Creature Power Disc from any of the corresponding spaces on the board.
If a player steals a Creature Power Disc from you, you will lose access to the corresponding Power Path unless you have another Creature Power Disc of that color. You can regain the power if you acquire another Creature Power Disc of the corresponding color.

Power Path
When you land on/move through a Power Path space you will look at the Creature Power Suits and Creature Power Discs that you have collected. If you have collected your Creature Power Suit and a Creature Power Disc that matches the color of the space you landed on, you can use the Power Path space. Move your playing piece across the shortcut path to the space that it points to. You can also choose not to use the path.

Using the Power Path space’s action counts as one space. If you end your turn on a Power Path space but have no movement left, you can use one movement on your next turn to take the shortcut. The Power Path shortcut only works one way. You can only move from the Power Path space to the space it points to. You cannot move the opposite direction along the path.

If you don’t have both the Creature Power Suit and a Creature Power Disc that matches the color, you will ignore the space since you can’t use its action.

Move Back/Move Forward
When you land on one of these spaces, read what is written on the space. You will then move your playing piece the corresponding number of spaces.
After moving the corresponding number of spaces, you will take the action of the space that you land on.

Catch a Ride!
When you land on a Catch a Ride! space by exact count (you had no movement remaining), you must use the space’s action.
Choose another Catch a Ride! space. Move your playing piece to that space. If you pass any Creature Power Suit spaces, you will ignore them (do not take the corresponding token).


Switch
Should you land on a Switch space by exact count (no movement remaining), you must use the space’s action.
Choose another player. You will swap the position of your playing piece with their playing piece.
Winning Wild Kratts Race Around the World
Players will keep taking turns moving around the gameboard.
Should you reach the Tortuga HQ before you acquire all four of your Creature Power Suits, you will continue moving around the gameboard. Count the Start/Finish space as a space and continue moving along the path.
Once you acquire all four of your Creature Power Suits, you need to reach the Tortuga HQ in order to win the game. The first player to reach the Tortuga HQ with all of their Creature Power Suits wins the game. You do not need to land on the space by exact count.

Wild Kratts Race Around the World FAQs
If you have any questions about how to play Wild Kratts Race Around the World, leave a comment below on this post. I will try to answer any questions asked as best and as quickly as possible.

Wild Kratts Race Around the World Components
- 4 Playing Pieces
- 16 Creature Power Suit Cards
- 16 Creature Power Discs
- Spinner
- Gameboard
- Instructions
Year: 2015 | Publisher: Pressman Toy Corporation
Genres: Children’s, Roll and Move
Ages: 5+ | Number of Players: 2-4 | Length of Game: 20 minutes
Difficulty: Light | Strategy: Light | Luck: High
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