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Jungle Speed

PLAYERS4 to 10; adaptations to 2 or 3DURATION15–30 minOVERALL DIFFICULTYEasy

Jungle Speed classic of 80 cards, French booklet bound by Asmodee Belgium, with Color Arrows; neither Kids, Safari or Donkey Kong.

Why this rating?

Discrimination of motives and control of reflexes, with few strategic choices but priorities to be monitored.

01Discover the game

Jungle Speed mixes observation and reflexes. Players return cards and two identical drawings cause a duel to catch the totem. The trap comes from almost similar patterns: a small difference can turn a quick move into an expensive mistake. It is not the player whose hidden Stock disappears first that necessarily wins; its visible waste also counts.

This tutorial follows the classic French booklet of 80 cards, linked by Asmodee Belgium, with three families of Arrow cards. Do not mix Jungle Speed Kids, Safari or Donkey Kong. Some recent editions do not have the same special cards: check your package before applying the color rule. The overall difficulty is Easy, with a real requirement of attention and control of gestures. Plan for 15 to 30 minutes.

02Equipment

The reference material includes 80 cards, one totem and one rule. The cards show patterns and three types of special cards: arrows inward, arrows outwards and arrows of colours. There are no points, dice or individual pawns. Bag storage varies from box to box and does not play any role.

Each player has to distinguish three zones: his hidden reserve, his visible waste and the common pot placed under the totem. Unlock the area of the lenses and fragile objects. The aim is to seize an object, not to shoot against an opponent. If the totem is simultaneously held, the dispute is settled plausibly.

03The goal

You have to get rid of all his cards, reserve and waste. Winning a duel usually allows you to send his defeat to the loser. Losing a duel or catching the totem by mistake causes cards to be recovered and delays the release.

The main rule applies mostly from four to ten players. The three- and two-person configurations have adaptations described at the end of the run; announcing "two players" without explaining the four hands would give a false picture of the game.

04Prepare the table

Mix the cards and distribute them as equitably as possible, face down. Everyone forms their reserve without looking at the cards. Place the totem in the center, within easy reach of everyone, and keep an empty space for the pot. The first person can be chosen at random: this practical procedure does not change the duel rules.

Players follow each other in the clockwise direction. Each person uses one hand to return his or her cards and enter the totem; the other can hold the reserve. Return one card to the other so that he or she does not get acquainted with them. Do a slow try before starting the real game.

05Return, Recognize and Solve

An ordinary tour

In your turn, return the card from the top of your reserve to your waste. It covers the old card. As long as a visible top is not covered, it remains active, even if its owner has not played for several laps. So compare all active cards and not only the last two returned ones.

If two players show exactly the same drawing, they are in duel. The color is normally irrelevant. Only the duel participants must enter the totem. The first one who takes it wins; the loser gathers his defeat, the winner's defeat and the possible pot, then the hidden places under his reserve. The loser revives the game by returning the next card.

If several opponents are involved in a duel, the first one to enter wins. If it is necessary to distribute cards between several losers, the winner decides the distribution. An uninterested player who takes the totem makes an error.

A Totem Error

If you grab the totem or drop it without any valid reason, you recover all visible waste and the pot, under your reserve. The hidden reserves of the others are not taken. To separate two simultaneous sockets, the booklet first looks at the number of fingers in contact; evenly, the lowest hand wins. If the totem is projected out of the table during a catch dispute, the blow is cancelled. Never pull to settle.

Inward arrows

All players can try to catch the totem. The winner deposits his own defeat in the pot: he does not immediately send these cards to a neighbor's reserve. He then re-launchs the game. The pot waits to be recovered during a duel future or an error.

Arrows outwards

All simultaneously return a card, counting together if necessary. A new possible duel resolves immediately. Without duel, the person who had unveiled the External Arrows card resumes the game. If a new card of the same type appears, its effect will be repeated, unless a duel comes to appear at the same time.

If this simultaneous revelation produces both inner arrows and a duel, the taker of the totem chooses to solve the special or his duel, provided that he himself is concerned with this duel. If several duels appear together, only the one won by the first taker resolves; the others are cancelled.

Colour arrows

The colours temporarily replace the drawings as a duel criterion; a duel can appear immediately. This effect ends as soon as a duel is triggered, another special card is returned or the totem falls. We then go back to the drawings. This rule applies to the special card of our booklet, not to all editions sold under the same name.

Three and two

On three, remove the Colour Arrows. If the three tops show the same color, act as if the Interior Arrows appeared.

Two of them also remove the Colour Arrows and divide the package between four reserves: each hand represents an independent player. The order is right hand A, right hand B, left hand A, left hand B. A duel uses the hands concerned. If the two hands of the same person show identical drawings, it does not take the totem. The game ends when each one has emptied one of its packages completely, or when one person has emptied both packages. The one that keeps the least cards wins.

06An example of a duel

Alice shows a red pattern. Later, Bob returns the same pattern in blue. The color does not prevent the duel. Alice takes the totem. Bob had six cards in his waste, Alice four and the pot contained three: Bob slides thirteen cards hidden under his reserve. He does not add his already hidden reserve to this calculation. He then returns the next card to restart the game.

If Chloe had taken the totem in their place, without being a duel and without active special, she would have recovered all the waste and the pot. The batteries already hidden would still not change owner.

This scheme concerns ordinary cards. A special card may temporarily modify the comparison; then it must be applied its precise effect.

07Recognizing Victory

Returning his last card is not enough: it remains active and the defeat remains to be eliminated. As soon as a player has no reserve or defeat, he immediately wins according to the exit rules.

The booklet deals with three last special cards. With Interior Arrows, if the player does not take the totem, he picks up all the rubble and continues. With External Arrows as the last card, he wins. With Color Arrows as the last card, the special does not work; he recovers all the rubble and continues. At two, use the special count of the four hands explained above.

08Frequent errors

  • Trigger a duel for two almost identical designs.
  • Play according to the colors without the corresponding card being active.
  • Enter the totem in a duel you don't take part in.
  • Forget the pot, or take the hidden reserves of others.
  • Put the cards over his reserve rather than below.
  • Declare a winner with a waste still present.

09Tips for starting

Look at the details that distinguish the patterns before speeding up. Leaves the peaks completely visible and separate piles. When a special arrives, announces its type to help new players, without changing its effect.

After a confused resolution, rebuild the tops rather than shoot at the totem. All opponents must be able to understand why a duel exists. To learn the three special cards, take a guided tour with selected cards, then mix and start a real game.

10Express summary

  • One hand; turn your cards back to the others.
  • Identical grounds: duel of only the players concerned, unless the criteria change temporarily.
  • The loser recovers both the waste and the pot, under his reserve.
  • Bad catch: all the waste and the pot.
  • Apply each Arrows map and its priorities; adaptations to two and three are unique.
  • To exit, empty reserve and waste; check the rule of the last special cards.

FOR FURTHER READING

References and variant

Complete French editor's book consulted on October 31, 2026, including cases of last map and adaptations to two/three.

Correspondance with an unverified personal box: some recent editions modify special cards, including Colour Arrows.

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