6.23.2012

Qualifying Race

I have the next game up and running with a working prototype. A new board was made and then immediately got phased out, strictly cards right now (which make a faux board)

never even got to be playtested...
Pictured here is the Initial setup for a 4 player game.
Now here are the updated rules too.

GAME SETUP

Place the Checkered start card and then randomly deal out 20 track cards.

Players receive their starting Cyborg character sheet and fill the appropriate levels.
1 health, 2 in everything else

The number of levels in Speed, Strength, and Skill determine how many dice a player may use each turn. Each player starts with 1 trait card of each type.


with trait markers added

1st ROUND

One player rolls a D6 to determine how far ahead the ball will start out on the track.
a 6 was rolled so the ball starts out 6 spaces

Players start on the starting line card and roll 1 of each trait dice.

Players roll
1.) the Player with the highest Skill can use one trait card, if tied neither player can use a trait card.
2.) each Player moves the distance they rolled with their Speed dice, if any players are tied they only move one space
3.) the Player with the highest Strength can push a player in the same section as them back one spot, if tied neither player can push another player
yellow had a great roll, all 3 traits are the highest
So from those rolls each player would start like so...
initial movement with pushes too
Yellow moves 4, Green moves 3, and Orange and Grey both move 2. Because both Yellow and Orange rolled Sixes they can both push back one racer of their choice so Green and Grey are picked to get bumped back one.

FOLLOWING ROUNDS

The first player to reach the ball can choose to either pick it up.

Who ever is farthest behind the ball plays first each round.

During a players round they can roll as many dice as they have available to move/attack. They can also play cards if they wish.

This player starts with 2 Speed die, 2 Skill Die, and 3 Strength Die, along with any cards they have
A turn ends either when you run out playable dice or you choose to stop. If you are close to another player it may be a good idea to end your turn before your run out of all dice in case they engage you on their turn. You don’t restock dice until your next turn starts.

GAME PROGRESSION

The number of lap that the ball is on determines the number of cards a racer can play each turn (max of 5)
Each time a racer completes a lap they may either add ONE level to any trait or choose to skip a turn and start next round with either TWO added levels or back to their default levels plus ONE

During a quick repair a trait can never raise higher than their default.

COMBAT
Any player can initiate a fight with any other racer that is in the same section of track. If there are more than 1 racers on the section of track the other racers can play one card toward any of the fighting racers. A player can only attack each racer once per turn.

Involved players roll any combination of dice they wish that they have available if.

Players roll
1.)the Player with the highest Skill decides if a trait card can be used in this combat, in case of tie Speed decides, if still tied no cards can be used. Also the player with the highest skill may choose to keep the ball if they started combat with it
2.)if applicable, players can play 1 trait card each, changes in Speed and Skill don’t effect combat
3.)Whoever has the highest Strength can choose to either attack or steal the ball, to execute an attack roll any D6,
then if a...
1 or 2 is rolled reduce a players Strength level
3 or 4 is rolled reduce a players Skill level
5 or 6 is rolled reduce a players Speed level


4.) After a successful attack the ball can also be stolen as long as the current holder didn’t roll the highest Skill
5.)If Strength is tied and either player has the ball it fumbles and moves up the number of spaces that was rolled by the Strength dice, if neither player has the ball the attacker forces another player back 1 distance


If a trait is reduced to 0 they cannot use that trait’s applicable dice, if Speed is reduced to 0 the player can choose to either move 1 space each on their turn or spend a full turn going to the start pit to begin next round at the start card with 1 cube to allocate into Speed.

If a # is rolled that is already at 0 the player looses one level of Health, if a player is reduced to 0 health they loose a turn and then begin next turn at the start card at their default trait levels.

Scoring Points
Any player that takes part in combat receives 1VP
Any player that wins a direct combat receives an +1VP for each racer involved

A player receives 1VP for each completed lap
If a player is carrying the ball across the finish line they receive a total of 5VP, or a total of 10VP if it is the last lap.

Whichever player has completed the most laps receives an additional 5VP

The Game ends when the Ball has completed 4 full laps


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