
Set up
Place the board, wheel and four runners. Take three eggs into the Valley.
A tactical race through a dying valley
Four dinosaurs. One last Nest. Read the wheel, survive the elements, and make the moves that get your species home.

SCROLL TO ENTER THE VALLEY ↓
The core loop
Reach the Nest before the meteors fall. Four clear moves; one tense finish.

Place the board, wheel and four runners. Take three eggs into the Valley.

Read your movement, element and the risk of spinning one more time.

Advance through the Valley, take shortcuts and trigger the element event.

Bring three eggs to the final Nest. First runner there wins the race.
The engine of the game
Each sector gives movement and an element. Take the first result, or spin once more: add the steps, but let the second element decide what happens next.
The valley is waiting.
A second Meteor cancels movement, sends you back two spaces, and costs one egg.
FIRST SPIN: MOVE + ELEMENT
Four ways to play

Once per round, double your movement and cut past a rival.

Re-spin once per game when the first result just will not do.

Cancel an element event and keep your hard-won eggs safe.

Swap places with any runner just before the finish-line tension peaks.
One valley. Three pressures.
The full competitive race for 2–4 players: powers, events and a finish no one sees coming.
A 15-minute high-pressure sprint. One clean race; no time to overthink it.
Collect three eggs before the meteor track reaches the Nest.

Inside the box
Six sectors and four elements.
One large spiral map to the Nest.
One sculpted token for each dinosaur.
Hazards, turns and calculated risks.
Three eggs unlock a victory.
Print + Play v1.2
Download the complete Print + Play kit. Cut the wheel, build the board, and take the race home tonight.
Field notes
A standard expedition takes 25–40 minutes. Fast Spin is designed for a 15-minute session.
The rules are approachable from 8+, with enough timing and positioning to keep adults engaged.
Not yet. Spinzino is made for a real wheel, real cards and people around one table.
Yes. The Print + Play kit includes the board, wheel and every essential token.
Why the wheel matters
Spinzino starts with a simple thought: why should a die be the only way a tabletop race can surprise you? The wheel puts chance where everyone can see it. Each turn begins with a choice to read the sectors, gauge the position of the other runners and decide when to spend a power. Zino is the young guide at the centre of that expedition — a survivor with a clear head, not a cartoon mascot.
The Valley is a pressure system, not a queue of spaces. Lava creates a risky burst, Jungle paths reward timing, Meteors pull plans apart and Eggs make the Nest feel closer. The rules stay lean, while the table talk stays sharp: hold your re-spin, protect the egg, block the event, make the swap. That is the kind of adult game night Spinzino was built for.