That's right, as if we haven't had enough of those.
Okay, "simple" rules:
We have eight racers, and eight tracks.
Drivers race in pairs of two on a track that the moderator chooses in advance, but doesn't show the players its original configuration.
Tracks look like this:
The dots denote the asphalt. The o's denote obstacles (consider them very slow opponents ). Each racer takes up one spot, like an o.
The game is turn-based. Each of the two drivers issues two orders for each turn. Possible orders are as follows:
1. Change speed:
a. Accelerate - add one to speed
b. Decelerate - subtract one from speed
c. Don't change speed
2. Steer:
a. Left
b. Right
c. Don't change direction
When the player chooses to steer, his car moves diagonally forward and to the side where he wants to steer one dot, and then continues on straight. For example, consider the following situation:
v is the racer. Say, he is traveling with speed 3. If he doesn't change anything, he goes off-road. If he decelerates, and does not steer, he remains on road and moves as follows:
His speed is now 2.
Back to the previous situation. Suppose, the driver steers right. He then moves over one to the right and then keeps moving foward.
The driving rules are as follows:
o If the driver enters an empty square (no dot), he's gone off-road and goes out of the race.
o If the driver enters an o square, he's smashed into an obstacle and goes out of the race.
o If the driver enters a square with another player in it, both loose the race.
o If, after the start of the race, the player decelerates so that his speed is down to zero, he stops and kills the engine: he's out of the race.
o The players start with the initial speed of 3.
o There is no limit on the maximum speed, but note that by the way steering works, you may not be able to stay on track going really fast.
Track specifications:
o Each track is 100 lines long.
o Each track starts with 5 lines of starting straight. No turns in the asphalt are allowed for the first 5 lines.
o Each track ends with 10 lines of finish straight. No turns in the asphalt are allowed for the last 10 lines.
o Each track can have at most one obstacle per five lines.
o The "turns" cannot offset lines by more than one position.
o Each track must have at least 50% straight lines and at most 80%. (The start and finish straights are considered neither straight nor turning. In fact, they aren't considered part of the track. So we are talking about 100 lines of track, out of which at least 50 lines must be straight, and at least 20 lines must be turning, plus five straight lines in the beginning, and 10 in the end.) A "straight" line is such that it has the same alignment as the line before it. Consider the following piece of track:
(The track specifications are given to aid the moderators in creating good tracks - which promote speed, and don't contain too many turns and obstacles. They are also given to help the drivers so they can expect what they will see.)
Visibility.
The track is built by the moderator of the game in advance, but at any given time, the drivers only see the next 12 lines of the track and two previous lines of the track. Essentially, the moderator of the game first posts the positions of the players and the beginning of the track. For example like so:
Here we see the 5-line start straight, some turns and an obstacle, as well as the two drivers (a and b) on the start line. The initial speeds of the racers are 3 each. Both of them can now issue orders. Their orders are then processed one at a time to avoid numerous collisions. For instance, suppose b chooses to accelerate and keep going straight, and a chooses to keep speed constant and steer right. Then, if the turns were processed simultaneously, a and b would collide on the spot just above the finish line in front of b, and both would loose the race. However, this way, I think, there would be too many collisions. So, we process the turns one at a time. First, we move b, and then a. This way, collisions can only occur at final points of the turn, not at intermediate points. New position:
Next, the moderator would post the new view of the track for each racer:
Now, we are ready for the next round of orders.
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That's about it for the rules, I think. If anyone has any suggestions, improvements, or polishes, feel free to add 'em. Otherwise, we can play.
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EDIT: Come to think of it, maybe we could stick more drivers into each race to make it more fun. If there are only two players in each race, one collision ends the race. If, on the other hand, we have, say 8, or even 12, then it might become more fun, although passing on a 4-tile-wide road might be near impossible...
Okay, "simple" rules:
We have eight racers, and eight tracks.
Drivers race in pairs of two on a track that the moderator chooses in advance, but doesn't show the players its original configuration.
Tracks look like this:
Code:
.... .o.. .... .... .... .... ..o. .... .... .... .... .... .... .o.. .... .... .... .... .... .... .... .... .... .... .... .... .... ....
The game is turn-based. Each of the two drivers issues two orders for each turn. Possible orders are as follows:
1. Change speed:
a. Accelerate - add one to speed
b. Decelerate - subtract one from speed
c. Don't change speed
2. Steer:
a. Left
b. Right
c. Don't change direction
When the player chooses to steer, his car moves diagonally forward and to the side where he wants to steer one dot, and then continues on straight. For example, consider the following situation:
Code:
.... .... .... .... .... .... o... .... .... .... .v.. .... ....
Code:
.... .... .... .... .... .... o... .... v... .... .... .... ....
Back to the previous situation. Suppose, the driver steers right. He then moves over one to the right and then keeps moving foward.
Code:
.... .... .... .... .... .... o... v... .... .... .... .... ....
o If the driver enters an empty square (no dot), he's gone off-road and goes out of the race.
o If the driver enters an o square, he's smashed into an obstacle and goes out of the race.
o If the driver enters a square with another player in it, both loose the race.
o If, after the start of the race, the player decelerates so that his speed is down to zero, he stops and kills the engine: he's out of the race.
o The players start with the initial speed of 3.
o There is no limit on the maximum speed, but note that by the way steering works, you may not be able to stay on track going really fast.
Track specifications:
o Each track is 100 lines long.
o Each track starts with 5 lines of starting straight. No turns in the asphalt are allowed for the first 5 lines.
o Each track ends with 10 lines of finish straight. No turns in the asphalt are allowed for the last 10 lines.
o Each track can have at most one obstacle per five lines.
o The "turns" cannot offset lines by more than one position.
Code:
.... | .... .... - legal | .... - illegal .... | ....
Code:
.... - straight .... - straight .... - straight .... - straight .... - straight .... - turning .... - turning .... - straight .... - turning .... - turning .... - straight .... - straight .... - turning .... - turning .... - turning .... - turning .... - straight .... - straight .... - straight .... - turning .... - turning .... - straight .... - straight .... - straight .... - straight .... - straight .... - straight .... - straight
Visibility.
The track is built by the moderator of the game in advance, but at any given time, the drivers only see the next 12 lines of the track and two previous lines of the track. Essentially, the moderator of the game first posts the positions of the players and the beginning of the track. For example like so:
Code:
.... .... ...o .... .... .... .... .... .... .... .... .... -ab- - start
Code:
.... .... ...o .... .... .... .... .... ..b. ..a. .... .... ---- - start
Code:
a... Speed: 3. View: .... .... .... .... .... ...o .... .... .... .... .... ..b. ..a. .... .... -------------------- b... Speed: 4. View: ..o. .... .... .... .... .... ...o .... .... .... .... .... ..b. ..a. ....
------------------------------
That's about it for the rules, I think. If anyone has any suggestions, improvements, or polishes, feel free to add 'em. Otherwise, we can play.
------------------------------
EDIT: Come to think of it, maybe we could stick more drivers into each race to make it more fun. If there are only two players in each race, one collision ends the race. If, on the other hand, we have, say 8, or even 12, then it might become more fun, although passing on a 4-tile-wide road might be near impossible...
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