Introduction to programming.
Use the deck to design an optimal path with the least number of cards. Will you make it?
1. Place 25 cards facing down as shown in the picture (remove the Game Over, Goal, and Start
card for this game). These will become the programming board.
2. One of the players must decide where in the board Tracky should start and where it should
finish.
SEQUENTIAL PROGRAMMING (GAME FOR ONE OR TWO PEOPLE)
If you're the hero, you'll take Tracky back to its spaceship to return to its planet. If you're the villain,
you won't let that happen.
Who will win?
1. Place the START and GOAL cards on opposite sides of the room.
2. One of the players must get Tracky to the GOAL card (hero), while the other must prevent it
(villain).
3. Remove the GAME OVER cards from the deck. The villain must choose 4 cards from the deck
without the hero seeing them. After that, the hero must shuffle the deck and draw the first 15 cards.
4. The game starts: Turn Tracky on and place it on the START card.
5. The hero will lay their cards on the board and create a path for Tracky.
6. But beware, the villain can use their cards whenever they want to get in the way! (They may only
use each card once). Everyone must create the perfect strategy to achieve their goal.
The hero will win if they get to the GOAL card.
The villain will win if the hero gets to the GOAL card before using their 15 cards.
TRACKY HERO AND VILLAIN (GAME FOR TWO PEOPLE)
3. The other player must get from start to finish by placing the least number of cards. To do this,
they will choose the cards they want to use from the deck and place them in order and in line, as
shown in the picture:
4. After checking that everything is fine, the cards should be placed in the chosen order, as shown
in the picture. Will you be able to make the journey in the shortest time with the least number of
cards? Program your path and find out!
GAME MODES
Summary of Contents for TRACKY
Page 6: ...TYPE OF CARDS Start Cart Path card Goal Chart Game Over Card...
Page 15: ......