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Super Slow Sloths Board Game: Rules for How to Play

Super Slow Sloths Board Game: Rules for How to Play

Are you looking for a specific Super Slow Sloths rule?  |  Setup  |  Playing the Game  |  Cards  |  Special Spaces  |  Reaching the Finish Line  |  Winning the Game  |  FAQ  |  Components  |

Objective

The objective of Super Slow Sloths is to be the last player to cross the finish line.

Setup

  • Build the gameboard. You can either build the gameboard as a circle where the start and finish line touch, or you can create a winding path. For the normal game you will use all of the board pieces. To make the game shorter you can choose to use less board pieces. If you use less pieces you either need to use both spaces that feature a river, or neither space that has a river.
  • Sort the cards by their types. Shuffle each type of card separately and place them face down near the gameboard.
  • Place the spinner near the board.
  • Choose which space on the board you want to place the Water Station. All of the players must agree on where to place it. You will place the card beneath the space you chose, but it should still be visible.
  • Each player chooses a sloth. They will take the corresponding card and playing piece. Place your playing piece on the start space. You should place the sloth card in front of you.
  • Whichever player is the most like a sloth starts the game.

How to Play Super Slow Sloths

To begin your turn you will spin the spinner. What you spin on the spinner determines what card you will draw. Draw the top card from the pile that matches what you spun. Read the card out loud and follow its directions.

Spinning the spinner
This player has spun Snooze on the spinner. They will draw a Snooze card and take the action from the card.

There are a couple special rules that you need to follow on your turn:

  • Should you draw a card that refers to a sloth that isn’t in play or has already been eliminated, draw a new card from the same pile.
  • If you land on a special space, you will take a special action. See the corresponding section below for more details.
  • You can never move behind the Start Line. If a card would move you behind the Start Line, you will stop at the Start Line.

After you have completed the action from the card you drew, you will return the card to the bottom of its corresponding pile.

At the end of your turn play passes to the next player in clockwise direction.

Super Slow Sloths Cards

Snooze Cards

Snooze

Snooze cards are generally beneficial to the player that draws them. These cards let you stay on your current space, deflect a Sabotage card, or move backwards. If you ever draw a card that makes you move backwards and it would put you behind the Start Line, you will stop at the Start Line.

Speed cards

Speed

Speed cards move at least one of the sloths forward. Sometimes it will be you, and other times it will be the other players.

Sabotage Cards

Sabotage

These cards will sabotage one or more of the sloths. Sometimes they will sabotage your sloth, and sometimes they will sabotage the other sloths.

All Play card

All Play

Speed and Sabotage cards can sometimes be All Play cards. These cards apply to all players that are still in the game. They will not impact players that have already been eliminated. Sometimes these cards can have an exception which blocks a player from being affected by the card.

1 on 1 card

1-on-1

Some Speed and Sabotage cards can be 1-on-1 cards. These cards will force two players to compete against one another. Usually the player that draws the card chooses another player to compete against.

If one of these cards are drawn by an eliminated sloth, they will choose two players who are still in the game to compete in the challenge.

Special Spaces in Super Slow Sloths

Standard space in Super Slow Sloths

Standard Spaces

When you land on one of these spaces, you do not take a special action.

Insomnia space

Insomnia

Should you move to an Insomnia space on your own turn, you will immediately take another turn. If your playing piece is moved to the space on another player’s turn, you ignore the space’s special action.

River space

River

When you land on a River space, you immediately move your playing piece to the other River space. A River space can either move you forward or backwards on the track. This action is still applied if you are moved to the space on another player’s turn.

Move to the other river space
A player has landed on a river space. They will move their playing piece to the other river space.

To speed up the game players could decide to dry up the rivers once the first player is eliminated. If the players chose to do this, the River spaces lose their special action and act as standard spaces for the rest of the game.

Hurdle space

Hurdle

Once you have moved past the Hurdle space, it will be harder to move backwards past the space. Whenever a player would move backwards past the Hurdle, they are forced to spin the spinner. If you spin Snooze on the spinner, you can move backwards past the Hurdle space. If you spin anything else, you have to stop at the Hurdle space.

Move past hurdle space
This player drew a card that makes them move back one space. Since they are on the Hurdle space, they spin the spinner to see if they move backwards. They spun Snooze on the spinner so they can move backwards past the Hurdle space.

The Hurdle space only impacts backwards movement. You can always move past the Hurdle while moving forward.

Reaching the Finish Line

Unlike most board games, you don’t want to reach the Finish space. When you reach the Finish space you are eliminated from the game.

Reaching the finish line
This player has reached the Finish space. They are eliminated from the game.

All of the players still in the game should look at the position of their playing piece and how it compares to the Water Station card. If your playing piece is behind the Water Station card, you will move your playing piece forward until it reaches the Water Station. If your playing piece is past the Water Station, you will take no action. This occurs every time a player is eliminated from the game.

Moving to the Water Station
When the Goth Sloth reached the Finish space, there was one player behind the Water Station. They will move their playing piece forward to the Water Station space.

Once a player is eliminated from the game, they can no longer win. They can still impact the game though. When you are eliminated you will turn over your sloth character card which will reveal your sabotage ability. When your turn comes up you can choose one of two actions. First you can draw a Sabotage card and follow its directions. If you draw a 1-on-1 or All Play card, you won’t compete. You will choose who will compete in the challenge. Otherwise you can use your sloth’s special sabotage power. 

Using your Sabotage Power
The Goth Sloth has been eliminated from the game. On each of the player’s future turns, they can either draw a Sabotage card or use the sabotage power shown on their card which allows them to move one player forward one space.

Winning Super Slow Sloths

The last player to reach the Finish Line wins Super Slow Sloths.

Winning Super Slow Sloths
There is only one player left in the game. They have won the game.

Should the remaining players all cross the Finish Line at the same time, the last players will compete in a tiebreaker. All of the players in the tie will line up like they are competing in a race. They players will race to a chosen wall or location. Once the race begins players must continuously move. The goal is to be the last player to reach the chosen wall/location. The last player to reach the location wins the game. If you ever stop moving, you are eliminated and can’t win the game.

Super Slow Sloths FAQ

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

Components for Super Slow Sloths

Components

  • 7 Race Track Pieces
  • Spinner
  • 6 Playing Pieces
  • 6 Sloth Character Cards
  • Water Station Card
  • 25 Snooze Cards
  • 36 Sabotage Cards
  • 32 Speed Cards
  • Instructions

Year: 2019 | Publisher: Ginger Fox Games

Genres: Family, Race

Ages: 8+ | Number of Players: 3-6 | Length of Game: 20-30 minutes

Difficulty: Light | Strategy: Light | Luck: High


For more board and card game rules/how to plays, check out our complete alphabetical list of card and board game rules posts.