Embrace a new twist on a classic game with The Amazing Crib Race Game Board from Artisanal Firewood. If you like to play cribbage, you will love the Crib Race. It is like no other challenge game on a wood cribbage board like no other.
This is an elongated 4-player crib board that is merged with snakes and ladders (Chutes and ladders) concepts, creating an exhilarating experience. Players will enjoy the familiarity of pegging as they would on a traditional crib board, but with intriguing challenges that make you go back, slide forward, advance through a shortcut, or take a time out in a penalty box.
Each board is meticulously handcrafted, celebrating the natural beauty of wood while adding an element of surprise to every game night. Experience the transformation of nature's wood into a unique, entertaining masterpiece.
The Amazing Crib Race Game Board
CRIB RACE RULES - All standard cribbage rules and regulations apply to this game. If any circumstances arise during the playing of the game that causes a conflict or disagreement, the CRIB rules stand. As compared to a traditional crib board, along the twisting race track are slide-a-heads, reverse loops, shortcuts and setbacks that the players must follow if they land on certain spaces via play.
This race game can be played by 2 to 4 players. For 2 players – 6 cards are dealt and 2 are discarded to the crib. For three players, 5 cards are dealt, of which each player discards 1 card, and the last crib card is taken from the deck. If 4 Individual players play, 5 cards are dealt, 4 cards are kept and 1 is discarded to the crib. If teams are to play you need 2 people per team. For 2 teams, 4 players are needed and 5 cards are dealt to each player and they discard 1 card to the crib. For 3 teams, 6 players are needed. 5 cards can be dealt, but 2 discards must go to the bottom of the deck, and 4 go to the crib. For 4 teams, you need 8 players. Only 5 cards are dealt to 1 player per team, and their discards go to the crib. The other 4 players only get 4 cards each, with no discards being made.
All players must cut the deck to see who deals first, the person with the lowest card deals.
As in crib, when counting during the pegging part of the game, if you match or have a run that totals 31 you count all the points including the two points for the 31 at the same time, if you match or have a run and did not end with 31 you count only those points first, then if you get the go you count one point separate from your other points. All cards must be placed on table turned up to be counted.
Any player or players who neglects to tally all their own points, may have the missed points stolen by the opponent in the game who says "muggins" first. If the accusing player can prove the missing points by recounting the hand, they may choose to keep the points or give them back.
RED SLIDES - Any player or team that pegs or lands on the first red box in either of the locations, will slide immediately to the end of that slide and continue from there.
PENALTY BOXES If you go to a Penalty Box you will sit in the penalty holes while your opponent(s) continues forward past you. Once all are past you, you can get out of the penalty box.
Any player who pegs into the penalty box, or their hand count, or crib count lands them there, they must move onto the penalty box. Then the other player or team will finish pegging and counting their hands and crib. That user or team stays in the penalty box unstill all other users or teams move past them. While in the penalty box, you still play the crib game, but cannot count peg points, hand points or crib points until other players or team move past them. If others land in the penalty box while you are in it, the first one in is the first one out, once the opponents have moved past the penalty box trap.
BLUE TIME TRAPS Any player or team that lands in a blue Time Trap zone must follow the blue path. If your hand count lands you in the Trap Area, your crib count would continue down the blue path.
**CAUTION** If a player is within two holes from time trap or penalty box and a a five is played to them it may cause them to count 15 for 2 and put them into the time trap or penalty box.
GREEN ADVANCES Any player or team that lands in either of the two GREEN Advance areas must follow the GREEN short cuts.
