Run Pingi Run (english version)

        –> Deutsche Version

Children and family game
„Run Pingi Run“ 

A new board game that quickly grabs your attention because there is no idling due to the constant actions of the players. Perfect for children and teenagers as well as adult friends to spend a funny and entertaining time together.
The small wooden penguins are the main players in the game and immediately bring the arctic scene into play. After the ice has melted, it is important for the little penguins to get to the Ice Floe in the middle of the board where they will be safe.

The rules are easy to understand and in the course of the game other players can be slowed down through targeted actions, the run gets faster and the tension increases.

The game idea and the goal of the game

In the Arctic and Antarctic, the Eternal Ice is melting faster and faster. Then it becomes dangerous for Pingis and they can fall into ice holes. You must therefore be careful and try to get onto the saving ice floe in the middle of the playing field. There are some obstacles and the other players can prevent this again and again by moving the rings.

The first player who brings all of his Pingis onto the Ice floe in the middle is the winner.

Players: 2 – 4, ages 8+

Game preparation

  • The playing field with the rings is set up.
  • The cards are laid out face-down in the spaces provided.
  • Each player receives 2 Penguins in the same color. He puts them on the starting field.
  • A dice is laid out and each player draws two Pingi Fish Cards face down.

The symbols on the game board and what they mean:

  • The playing field consists of 1 ring with 4 Snowstorm Fields (outer ring).
  • A rotating ring with 5 Ice Holes (second inner ring)
  • A rotating ring with 4 slippery Ice Fields (third inner ring)
  • 1 rotating Ice Floe in the middle (target)
  • On all rings there are transition fields: Orange Arrow Fields

The player receives a Fish Card from the deck.

If you come to this space, you can place a second piece on the 1st orange space with an arrow.

In the next round, suspend the dice once.

Dark blue field:
This is an ice hole where the Pingi can fall into. If he has enough matching points on his fish cards, he can skip the field, if not, he has to go back to start.

Orange field with arrow
If there is an arrow on the next middle ring at the same height, you can cross over, but only if you have thrown enough points to go over both squares.

Purple box with arrow
 It’s icy on this field and you immediately slide onto the next orange field, if it is free and you can turn the inner ice floe once (push with your hand until it comes to a standstill).

Rules for rolling a 6

Most important rule when rolling a 6:

If a player rolls a 6, he can turn the ring he is currently standing on in any direction that might enable him to move on to the next inner ring. 
After every 6 the dice can be rolled a second time. 

The following actions are also possible:

Bring a new piece into play and roll the dice again, then move on.

Stand on the field and do not roll again until the next time, when it is your turn, to avoid an obstacle.

If you have a second piece in the game, you can move on with the piece that brings you the most advantages.

The player who turns the ring after rolling a 6 may not move his figure again until the next round.

Course of the game
Rules for the outer fixed (non-rotating) ring

The outer ring with the Snowstorm Fields and the Pingi Fields

All figures are at the beginning on the starting field and behind it.
At the beginning of the game, the dice are rolled in turn until a player rolls a 6, he may move his 1st Pingi forward on the course with the next number rolled. (always clockwise)

  1. If you roll a number that brings you to an orange field, you can change the ring inwards the next time you roll the dice, if there is also an orange field exactly opposite on the next ring.
  2. If a figure comes on a Pingi Space, it may immediately place the 2nd figure on the starting space. The two figures can now be moved alternately, whichever is beneficial for the player.
  3. If the figure hits a Snowstorm Field (Snowflake), the player must stop rolling the dice in the next round.
  4. If a player comes to a Fish Field, he receives a Fish Card, which he needs if he falls into an ice hole on the second ring. Therefore you have to keep Fishing Cards.
  5. As soon as a player rolls a 6, the „Most important rules when rolling a 6“ apply, see above.
  6. There can only be 2 figures per player in the race. Only when a piece is safe in the middle space can the third piece come into play.
  7. The player receives a winner card for the pingi figure that crosses the finish line.
  8. Figures that have reached the goal are removed again.

    Rules for the 1st revolving ring

    The 1st revolving ring with Ice Holes, Fish Fields and Yellow Running Fields


  9. The blue fields are „Ice Holes“ into which the Pingi can fall. If you land in an Ice Hole, you have to take the number of Fish Points of the cube from your own pile of cards that you have collected, in order to save the Pingi with it. You can also use several Fish Cards to reach the number of points of the cube. (e.g. a card with 2 and 3 points to reach the rolled 5).Once the Pingi is saved, it moves to the next space. The cube is passed on.
  10. If you don’t have enough points on the fish cards, the Pingi has to go back to the starting field.
  11. The used Fish Cards are returned to the pile of fish cards.
  12. The Orange Fields with the arrows are transition fields, see rule 1.
  13. All previous rules for the course apply.
  14. The Purple Fields, are slippery ice fields. If the player lands on such a field, he may slide to the next free Orange Transition Field, if it is free. Then he may rotate the inner Ice Floe once. If the orange:orange transition matches, he may place his figure on the inner Ice Floe and receives a Winner Card. His figure is returned to the starting field.
  15. If the transition does not match, the player rolls the dice again and moves his piece on.
  16. Only those who roll the exact number of points or can slide onto a Purple Field may rotate the inner Ice Floe. The Orange Fields must match. (it does not depend on the millimetre, it is enough if the orange fields touch each other).
  17. The player may rotate the inner disc as many times as he counts points on the dice. Thus, by rotating it quickly or slowly, he has the possibility to influence the transition.
  18. Any player who has brought the first two pieces into the inner square may bring his 3rd piece into play, but he has to roll a 6. 

The game is over when the first player has placed all three pieces in the center ice field and has got 3Winner Cards.