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General idea l
Setting up l
How to move l
Where to move l
Number squares l
Carrot squares l
Lettuce squares l
Hare squares l
Getting home l
Getting stuck l
Two-player game l
Partnership game
The following rules of Hare & Tortoise apply to all versions of the game,
though different editions have slightly different rule-sheets. There are
four main groups of editions. The first is that originally published by
Intellect Games in 1974, the second that of Ravensburger Games in 1979, the
third that published by Gibsons Games in 1987, Abacus-Spiele and Rio Grande
Games in 2000, and the fourth that of Ravensburger (again!) in 2008. Here are
the principal variations:
Jugging the hare.
Jugging the hare is a chance element included only for those who like such
things. I never land on hare squares myself, and, if everyone agrees not to,
the skill factor is greatly enhanced. Even so, I believe the influence of this
chance element is minimal, especially in the latest (2008) version.
My original intention was that you roll a die to get a number from 1 to 6, add
this to the numerical value of your position in the race (1, 2, 3 etc), and
obey the instruction corresponding to the resultant total.
Intellect changed rolling a die to drawing one of six numbered cards, as they
thought it demeaning to include a die in the novel concept of a diceless race
game. Ravensburger went further and simply got you to draw a hare card and
obey the instruction printed on it. The way they did this effectively thwarted
my intention that jugging the hare should tend to favour players lagging behind
in the race and be less worth while for the current leaders. Gibson and
Abacus ceded to my original idea of rolling a die and adding its result to
your position. However, in the latest versions (2008-2010), I have combined
the two ideas by printing on the hare cards instructions that do succeed in
favouring those in the rear over those further ahead in the race.
For further details, see Hare &
Tortoise Rides Again!
Getting home
In the original game, no one was allowed to get home with more than 20 carrots
left over. By the time Ravensburger published their edition, I had changed
this rule to the one below. (10 for the first home, 20 for the second, and so
on.)
Rearrangement of squares
The most substantial revision involved a rearrangement of the opening and
closing squares of the race-track for the Gibson edition. Previously and
originally, the first lettuce square lay seventh from Start, enabling the
first player to reach it in one move. By 1987 I felt that this gave
the starter too great an advantage, and accordingly moved it to the 10th
square so as to make it less profitable to reach it in one move. This change
necessitated some additional minor rearrangements of preceding squares. At the
same time, I changed the last four squares immediately preceding Home, for
reasons I hope are obvious. Here's a comparison of the first ten and last four
squares of the Intellect/Ravensburger/Waddingtons course with that of the Gibson/Abacus
and latest (2008) Ravensburger editions (H = hare, T = tortoise, C = carrot,
L = lettuce):
| Int/Rav-79/Wad : |
H | C | H | 3 | C | H | L | T |
4 | 2 | > | 2 | H | L | H |
| Gib/Abc/Rav-08 : |
H | C | H | 3 | C | H | 1 | 2 |
4 | L | > | 1 | C | H | C |
For further details of variations, see Greg Aleknevicus's review in
The Games Journal. |
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- Players
- 3 to 6 (best for 4 or 5), older children and adults.
- Playing time
- Depends on the number of players and how well they know the game, but
allow somewhere between 12 and 15 minutes per person. (For the whole game,
not for each move!)
- Equipment
- 1 gameboard, 6 counters ("runners"), 18 lettuce cards, 15 hare cards,
and carrot cards in denominations of 1-5-10-15-30-60 (or 1-3-6-10-15-20 in
the 1973 Intellect edition.)
- The general idea
- Hare & Tortoise is a race game with a difference. Instead of rolling dice
to find out how far to move, you can always move forwards as far as you like,
so long as you can pay for it. Payment is made in units of energy called
carrots. You start with 65 of these and can earn more by carefully
choosing which square to land on. The further you move in one turn, the faster
the cost of moving accelerates. This makes Hare & Tortoise not a game of chance
but one of strategy and player interaction.
- If you play like a hare, taking great leaps forward at each move, you
risk running out of carrots too fast and then losing valuable time trying
to replace them in order to continue.
- If you play like a tortoise, plodding along as cheaply as possible,
you will save a lot of carrots but risk leaving it too late to catch up
with the others.
The skill of the game lies in choosing which square to move to, and
deciding whether play hare-wise or tortoise-wise depending on your position.
The fun of the game lies in changing other runner's positions by
overtaking them - or even moving backwards. Sometimes it pays to leap ahead.
Sometimes it's best to lag behind. But it's always up to you to make
the right decision.
- Setting up
- Set the board up where everyone can reach it conveniently. Decide the order
of seating and play by any agreed means (such as by age, giving
priority to the youngest, or by prowess, giving priority to the loser of the
previous game).
- Each player chooses a runner of their preferred colour and
places it in the space marked START.
- Each player receives carrot cards totalling 65 made up as follows:
one 30, one 15, one 10, two 5's. (Some editions have five or six players
receiving an additional 30, making 95 in all, but this is no longer
recommended.) Carrots are what you
have to pay in order to move. Hold them like a hand of playing-cards
during the game so that no one knows exactly how many you have left.
- Each player also receives three lettuce cards. Each lettuce can
be exchanged for carrots when you land on a lettuce square. You must
change all your lettuces for carrots before you are allowed to get home.
- Each player also receives one race card. This contains useful
information and is for reference only.
- Separate the undealt carrot cards into their various denominations
and place them on the board in the numbered spaces constituting the
"carrot patch". Throughout play, all carrot payments are made into or out
of this area.
- Put any undealt lettuce cards back in the box. They won't be needed.
- Shuffle the Hare cards and place them face down in a convenient spot.
- Object of the game
- To be the first to get your runner HOME in accordance with the these two
conditions:
- You must cash all your lettuce cards on the way round. You can only do
this by landing on lettuce squares, which are few and far between.
- You must not have too many carrots left over when you reach home. The
first to reach home may not have more than 10 left unused after paying for
their last move, the second may have up to 20, the third up to 30, and so
on.
- How to move
- You can move your runner forwards to any unoccupied square except a
tortoise square (to which you can only move backwards.) You can travel any
distance you like so long as you have enough carrots to pay for the move.
The cost depends on the number of squares you move, as follows:
To move 1 square costs you 1 carrot
To move 2 squares costs 1+2 = 3 carrots
To move 3 squares costs 1+2+3 = 6 carrots
To move 4 squares costs 1+2+3+4 = 10 carrots
To move 5 squares costs 1+2+3+4+5 = 15 carrots,
and so on. You can find the cost of moving further by consulting the scale of
carrot charges printed on your Race Card. (Or by applying the formula
c = (d2+d)/2, where c is the
number of carrots and d the distance to be moved.) Later in the game
you may move backwards instead of forwards, but only to a tortoise square.
Moving backwards costs nothing - in fact, it is a way of earning carrots, as
explained later.
- Where to move
- There are five different types of square you can land on: Numbers, Carrots,
Lettuces, Hares, and Tortoises. Each of these offers a special way of earning
more carrots. But note that:
- You must always cough up your carrots before you can move. You
can't use any carrots you may earn in order to pay for the move you just
made to earn them.
- You may never move to a square occupied by another player's runner.
Number squares.
When you land on a number square you do nothing immediately. When your
turn comes round again, check whether the number you are on corresponds to
your position in the race. If it does, you must draw extra carrots from the
patch before making a move. The number you draw is 10 times your position -
that is, 10 if you are in 1st position an a "1" square, 20 if in second
position on a "2" square, and so on.
The squares marked with a flag numbered 1-5-6 always stand for 1st position,
but they also represent 5th or 6th position if there are five or six players.
Carrots are only earned if the number corresponds to your position when you
move away from the square, not when you land on it. If someone else
goes past you while you're waiting, they change your position and may prevent
you from getting any carrots.
Carrot squares.
When you land on a carrot square you do nothing immediately. When your
turn comes round again you have three choices. You may, if you wish, stay
where you are instead of moving off. This entitles you to draw 10 carrots
from the patch - or, if you are nearly home and have too many, to pay 10 carrots
into the patch. This is called "chewing a carrot". You can stay on the same
carrot square for as long as you like, so long as you pay or draw 10 carrots
at each turn. Alternatively, you can just pay and move in the usual way
instead of missing a turn.
Lettuce squares.
A lettuce square enables you to discard one lettuce in exchange for a number
of carrots, so you may only land on one if you have at least one lettuce left
to exchange. Lettuce squares are therefore very valuable, as there are not
many of them, and you don't want lettuces but you do want carrots.
When you land on a lettuce square you do nothing immediately, except to turn
your runner upside down to show you have just got there. On your next turn,
you turn it right way up and "chew a lettuce". This is done by discarding
one lettuce card to the "compost heap" (back in the box) and drawing a number
of carrots from the carrot patch. The number to draw is equal to 10 times your
current position in the race. For example, if you are lying in 1st position
when you chew the lettuce, you win 10 carrots; if 2nd, 20; and so on.
You may not move away on the same turn as chewing a lettuce (give it time to
digest!), but you must move away on your next turn. You can't just stay there
and chew another one.
Tortoise squares.
You can only move backwards to a tortoise square, never forwards. Doing so
costs you nothing. Instead, you immediately draw 10 carrots for each step
it took to reach the tortoise square - for example, 10 if it was immediately
behind you, 20 if two squares back, and so on.
You may only move back to the nearest tortoise square behind you, and
only if it is unoccupied. Subject to this rule, however, you may move
back from any tortoise square to another, and make a whole series of such
moves on successive turns, possibly earning hundreds of carrots in the process
Hare squares.
Hare squares are for players who like taking chances. When you land on a hare
square, and have paid for your move, you perform an action known as jugging
the hare. In the latest editions (2008, 2010) you do this by drawing
the top card from the pile of hare cards, following the instruction printed on
it, and returning it to the bottom of the pile. These instructions
tend to favour tortoises rather than hares, so it is generally safer
to land on a hare square when you are further behind in the race and least
safe when you are up front.
| Instruction | Clarification |
| Give 10 carrots to each player lying behind you in the race (if any) |
(a) If you haven't enough carrots, give them five each; if still not
possible, one each.
(b) A player who doesn't want extra carrots may throw them to the carrot patch |
| If there are more players behind you than in front of you, miss a turn.
If not, play again |
(If equal, of course, play again) |
| Restore your carrot holding to exactly 65 |
If you have more than 65, pay extras to the carrot patch; if fewer,
draw extras from the carrot patch |
| Draw 10 carrots for each lettuce you still hold |
If you have none left, miss a turn |
| Free ride! |
Your last turn costs nothing: retrieve the carrots you paid to reach
this square |
| Lose half your carrots |
If an odd number, keep the odd one |
| Show us your carrots! |
Count your carrot cards face up to the table so that everyone will
know how many you have left |
| Shuffle the hare cards and receive from each player 1 carrot for doing so |
Do not replace this card at the bottom of the pack but include it in the shuffle |
There are two of each card except the last, making a total of 15.
Note. If you are playing an older (pre-2008) version, the
procedure is different. See below for details.
- Getting Home
- You get home by moving your runner forwards to the HOME flag immediately
beyond the last square and making the required payment. You may only do this
if -
1. You have cashed all your lettuces and have none left, and
2. The number of carrots you have after paying for your last move is
not more than 10 times your position in the race - that is, not more than 10
if you get home first, not more than 20 if you come in second, and so on.
You may wish to go on playing for position. In this case the player who got
home first remains in the first position as far as the other are concerned.
For example, in a four-player game the player in the rear is always 4th, no
matter how many others have reached home. It is important to remember this
when using lettuce and number squares.
- Getting stuck.
- If you run out of carrots - or for any other reason cannot make a legal
move on your turn to play - you must start the race again. Replace your
runner in the Start position, restore your carrot holding to the number you
started with (65 or 95), and move off immediately. You needn't take any more
lettuces, however - those you have already chewed remain out of the game.
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