Players: 1-4 Time: 15-30 mins
Objective:
The day has started, the keys are in the ignition. Your mind wonders what the day will bring.
It is time to slap on that smile and start your shift and become the best taxi driver in town!
Be the first to earn $100 (the currency is really your choice!) Be the first taxi driver to earn by picking up and delivering
passengers.
Players roll dice to determine how well they complete their ride—better results mean bigger tips, while failures mean they
must keep driving the same passenger on their next turn.
Setup:
Standard deck of cards (remove Jokers)
Five six-sided dice (5D6s)
Paper & pen (or poker chips) to track money
Shuffle the deck and place it face down as the Passenger Deck.
Reveal three passenger cards face-up next to the deck. These represent available rides.
Each player starts with $10 as their initial cash.
The player who last drove a vehicle or took a ride in a car is the starting player.
Gameplay:
Each turn consists of three phases:
1. Pick Up a Passenger (Choose a Card)
Choose one of the three face-up passengers and place it in front of you.
Immediately replace the taken card with a new one from the Passenger Deck.
The card value determines the base fare and the minimum roll requirement (see table below).
The suit represents the passenger type and affects bonuses/penalties (see below).
If a player fails to meet the minimum dice result, they must keep the same passenger and try again next turn. They cannot pick up a new passenger until they succeed.
Chain Bonus for Same Suit Pickups:
If you pick up a passenger of the same suit as your last ride, you get a + $3 chain bonus for consistency.
2. Drive the Passenger (Yahtzee-style Dice Rolls)
Now, roll all five dice to determine if you can successfully complete the ride.
Each player gets three total dice rolls per turn:
First roll – Roll all five dice.
First re-roll – Choose any dice you want to keep, and re-roll the rest.
Second re-roll – Choose any dice you want to keep again, and re-roll the rest.
After the third roll, your final dice result is locked in.
If you meet or exceed the minimum dice requirement, the ride is complete, and you earn your fare plus any bonuses.
If you fail, you must keep the passenger for your next turn and try again.
3. Drop Off & Get Paid
If the player met the minimum dice requirement, they drop off the passenger, adjust their fare based on bonuses/penalties, and add the money to their total.
If the player failed to meet the minimum requirement, they keep the passenger for next turn and do not collect any money yet.
When a player reaches $100, the final round is triggered, continuing until every player has had their last turn. The player with the most money is the winner.
Optional Rules:
Gas Costs: Pay $1 in gas per turn before choosing a passenger.
Rush Hour Surge: If two players pick up passengers of the same rank in a row, all face up fares currently in play increase by $5, put a token on each fare to represent this.
Speeding Gamble: After a roll, players may choose to reroll one die for $3.
Shift Over: If no one reaches $100 after 10 rounds, the richest driver wins.
Example Turn:
1. Pick a Passenger: Player 1 chooses the King of Diamonds (Long Ride, $15 fare, must roll at least a Full House).
2. They picked up a Diamond last turn, so they get a +$3 chain bonus!
3. First Roll: 2, 2, 5, 6, 6.
4. First Re-roll: Keep 2s and 6s, re-roll the 5 → rolls a 3.
5. Second Re-roll: Re-roll the 3 → rolls another 2.
6. Final Roll: 2, 2, 6, 6, 2 → Full House! (Ride completed).
7. Final Fare: $15 + $3 (Full House bonus) + $3 (Chain Bonus) = $21 earned.
Solo Rules:
Lone Driver: You have 10 rounds to score the highest possible. Log the result and try to beat it next time!

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