Rules - pretty much the same from last time, with some minor changes
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. Slipstream - You must be behind your opponent, either adjacent or one square away, and be directly behind them and traveling in the same direction at the beginning of your turn to execute the slipstram.
d. Don't change speed
2. Steer:
a. Left
b. Right
c. Left-Right, Right-Left
d. Don't change direction
*Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round.
*Clarification: RRLL, RLRL, or any combinations of 2 rights and 2 lefts is only 1 WC, not 2.
*Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, but accel 3 or right 3 are not allowed.
* Steering can now be controlled much finer.
Turning (moving to the left or right) will always move you forward 1 square, but you can now influence when this move takes place.
A complete order may look like this: (current speed of 4, North)
"(2m)r(m)r"
This will move the car North twice, once to the right (Northeast), once more to the Northeast and then due East once, and uses up one wildcard. Example:
Collisions with another player:
A roll of the dice will determine who gets the square at the front of the collision site. Others involved in the collision will be placed as I see fit. Direction does not change, speed is halved. If the collision is deemed deliberate, speed is cut to 0 and may or may not cost a turn as well.
Crashing off the track:
The car is set back on the track near where they went off the track, direction changed to one that will not have the player crashing off the track again the next turn. Speed is cut to 0. If the crash occurs during the first half of a players turn, it is deemed a serious crash and will cost the player one turn as well, otherwise they are free to continue racing the next turn. Wildcards used in a players orders before the crash are gone, wildcard orders that would have occured had the car not gone off the track are not used up.
No oil or hidden sandtraps.
Right now, I'm planning for this to be a narrow but high-speed track, but I'm still working on it.
I'd like to have at least 6 racers for this race; more than 6 can certainly be accommodated.
Racers:
1. Skanky Burns
2. Chaunk
3. gjramsey
4. Rah
5. Spaced Cowboy
6. Jamski
7.
...
Please also feel free to suggest any rule change, or perhaps even ideas to be implemented into the track, as you sign up.
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. Slipstream - You must be behind your opponent, either adjacent or one square away, and be directly behind them and traveling in the same direction at the beginning of your turn to execute the slipstram.
d. Don't change speed
2. Steer:
a. Left
b. Right
c. Left-Right, Right-Left
d. Don't change direction
*Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round.
*Clarification: RRLL, RLRL, or any combinations of 2 rights and 2 lefts is only 1 WC, not 2.
*Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, but accel 3 or right 3 are not allowed.
* Steering can now be controlled much finer.
Turning (moving to the left or right) will always move you forward 1 square, but you can now influence when this move takes place.
A complete order may look like this: (current speed of 4, North)
"(2m)r(m)r"
This will move the car North twice, once to the right (Northeast), once more to the Northeast and then due East once, and uses up one wildcard. Example:
Code:
..45 .3.. 2... 1... Y...
A roll of the dice will determine who gets the square at the front of the collision site. Others involved in the collision will be placed as I see fit. Direction does not change, speed is halved. If the collision is deemed deliberate, speed is cut to 0 and may or may not cost a turn as well.
Crashing off the track:
The car is set back on the track near where they went off the track, direction changed to one that will not have the player crashing off the track again the next turn. Speed is cut to 0. If the crash occurs during the first half of a players turn, it is deemed a serious crash and will cost the player one turn as well, otherwise they are free to continue racing the next turn. Wildcards used in a players orders before the crash are gone, wildcard orders that would have occured had the car not gone off the track are not used up.
No oil or hidden sandtraps.
Right now, I'm planning for this to be a narrow but high-speed track, but I'm still working on it.
I'd like to have at least 6 racers for this race; more than 6 can certainly be accommodated.
Racers:
1. Skanky Burns
2. Chaunk
3. gjramsey
4. Rah
5. Spaced Cowboy
6. Jamski
7.
...
Please also feel free to suggest any rule change, or perhaps even ideas to be implemented into the track, as you sign up.
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