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Step by step
Game Objective
In Patinhos de Bo’Racha, players take control of teams of rubber duckies in an exciting race down the water slide. The goal is to get your three duckies ahead of the other competitors to score more points and win the stage of the Copato. The challenge is that all the duckies look identical, so you need to memorize which ones are yours and keep them in the lead, avoiding pushing your opponents forward.
Setup
To set up the game, follow the steps below:
- Deal 7 cards to each player, consisting of: 1 Curve Card with space for 1 duckie, 3 Curve Cards with spaces for 2 duckies, 1 Curve Card with spaces for 3 duckies, and 2 Straight Cards.
- Arrange the Starting Grid Cards on the table in a connected manner, from smallest to largest, with all duckie spaces facing the same direction and without blocking the exit of card #1.
- Shuffle the Team Cards and have each player draw one, revealing the color they got. Hand out the set of 3 duckies in the respective color.
- Draw one duckie from each player to determine the first player and return the duckies to their owners.
- Give the first player the Finish Flag.
- Place the 15 duckies in the indicated positions on the Starting Grid.
Game Flow
The game is played over five rounds. On each turn, players, in clockwise order, add a Curve Card or a Straight Card to the water slide and perform the actions allowed by the played card.
Actions and How to Play
The available actions depend on the type of card played:
Curve Cards
- Allow moving any duckie to a space on the next Curve Card or to a Whirlpool.
- The number of spaces on the card indicates how many duckies can fit on it and how many actions the player can perform.
- If there are empty spaces, move the selected duckie to one of them.
- If there is a Whirlpool with fewer than three duckies, place the selected duckie on it.
- If all spaces are occupied or the Whirlpool is full, move the selected duckie to an occupied space, starting a chain of "push-push."
Straight Cards
- Allow checking the colors of the duckies and, if desired, rearranging them.
- Add up the number of spaces on the Curve Cards between the newly played card and the last Straight Card to determine how many duckies can be checked.
- The player can secretly look at the colors of the duckies and rearrange them on the examined cards.
End of Game and Scoring
The game ends after five rounds. To calculate the score:
- Starting with the duckie in last place, reveal its color and assign points: 15 points for first place, 14 for second, and so on down to 1 point for last.
- Duckies in Whirlpools finish tied and split the corresponding points.
- Duckies that finish ahead of the Finish Flag card earn a bonus point.
- The player who scores the most points with their three duckies wins. In case of a tie, the owner of the duckie with the highest score wins.
Tips for Winning
- Use Straight Cards to identify your duckies and reposition them strategically.
- Take advantage of Whirlpools to advance quickly, but be careful not to help your opponents.
- Memorize the positions of your duckies to avoid moving them unintentionally during the race.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules