Powerboats

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Powerboats is a racing game where players navigate speedboats across a modular lake, rounding buoys to complete courses. Speed is controlled by adding, removing, and re-rolling 1-2-3 dice. Players must manage momentum to avoid crashing into land or buoys. The game consists of 3 races with escalating point values.

Components

Setup

  1. Connect the 4 border tiles to form the lake frame. Randomly fit the 6 lake tiles inside (dark blue side for beginners, light blue for experienced).
  2. Each player takes the speedboat on their side of the board.
  3. Place score markers on “0” on the score track.
  4. Roll dice to determine start player.
  5. Place dice stock and damage counters near the board.

Building a Course

For race 1, use the four A-spots. Race 2 uses B-spots, race 3 uses C-spots. Randomly place buoys 0, 1, 2, and 3 on the four spots. Place the start/finish tile at the side with the start (0) buoy. Arrange buoy arrows so boats don’t need to travel in complete circles. Set start and finish buoy directions for easiest routing.

Start Positions

The right-hand neighbor of the start player places their boat on or behind the start tile first, then counter-clockwise. Two boats cannot share one space. Point your boat’s front toward a side of its space, not a corner.

Turn Structure

Each turn consists of three steps:

1. Rolling Dice

Your dice on your color area show your speed (starts at zero). On each turn:

2. Turning Your Speedboat

Before moving, you may turn your boat 60 degrees left or right. You must choose a direction where you can move the full total of your dice in a straight line through water. If you would crash in all 3 directions, turn toward the longest straight path through water before crashing. Ties in path length: your choice.

3. Moving

Move your boat in a straight line through water spaces equal to the total on all your dice. Your boat ends on the last water space it reaches.

Actions

Scoring / Victory Conditions

Victory Points per Race

Race Points (by finish position)
Race A (1st) Players - 1, Players - 2, …, 0
Race B (2nd) Double the Race A values
Race C (3rd) Triple the Race A values

Example with 5 players: Race A: 4, 3, 2, 1, 0. Race B: 8, 6, 4, 2, 0. Race C: 12, 9, 6, 3, 0.

The player with the highest total across all 3 races wins. Tiebreaker: finishing position in the last race.

2-Player Variant

Additionally count how many turns each player finishes before the last finishing player. Add this difference to scores. Finished players get 5 bonus points per sunken opponent.

Special Rules & Edge Cases

Damage

Passing Boats

You can pass through spaces with other boats. If you would end on an occupied space, stop on the last free space before it.

Completing a Course

To finish, reach or pass the finish tile. A crash after finishing still damages your boat.

Course Start

For each new race, the left neighbor of the previous start player becomes the new start player.

Player Reference

Turn Step Action
1. Dice Add/remove 1 die, choose which to re-roll
2. Turn Rotate boat 0 or 60 degrees
3. Move Move straight for the dice total
Event Effect
Crash Lose all dice, receive damage = unused movement
4+ damage Boat sinks (out of current race)
Between races Repair but keep 1 damage counter