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A fast-paced action game where skill, strategy and tactics - plus a little luck - determine who is first across the finish line. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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You Will Need | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Overview | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Your "car" is an Icehouse pyramid laying on its side. To move, place another
same-size pyramid directly in front of your current car, pointing the same
direction, and then pick up the original car.
To turn your car, rotate the pyramid one side without lifting it off of the surface. To turn right, rotate left, and vice versa. Since "turn" means changing the direction of a car, the game is played in "rounds". A round consists of three movement phases followed by the "driver adjustment" phase.
At the end of the round - "driver adjustments" - the player may change speed or gears. Cars change one speed per round and must move through each speed before starting over in the next gear (backwards if downshifting). A player may try to exceed normal performance during a turn, speed change or gear shift by rolling seven or higher on two dice - a "driver check". Each failed driver check reduces driver control. A driver who is out of control spins out: speed goes to zero and an opponent randomly spins the pyramid in place. There are other ways to spin out too: leaving the track, being "bumped" by another driver, or worst of all, crashing, when the car must stay at speed zero for a rolled number of rounds. |
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The Basic Game and Expansions | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Game Setup | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Before the race can begin, the track must be laid out, the starting method determined, the pole position won, and the race status track set up. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Circuit expansion set contains several pre-designed tracks that can be printed and taped together. The recommended course for a first ever Gran Prix is the Charlotte Motor Speedway, which can be printed here). For some, the itch to create cannot be ignored. See the sidebar for custom track design tips. Starting Methods Choose one of three commonly-used starting methods: Starting Line Line all cars up in rows, two or three abreast depending on the track width, with the first row right on the starting line. All cars begin stopped - speed 0 - which means that no one will actually move during the first round. Pace Car Exactly the same as the Starting Line method except the cars are already in motion. All cars begin in Second Gear going speed 2. Standing Start Used in some endurance and road races, the drivers are not even in the cars. Each vehicle is lined up, single file, off the track but aimed towards it. Each car must successfully make a driver check (roll seven or higher on two dice) to start their car at speed 0. Those who fail may check again in following rounds. Failing this driver check does not decrease Driver Control since the driver is not yet actually in the car.
Pole Position In an ideal world where each game may take infinite time, each driver makes one lap of the course and starting positions are determined by the fewest number of rounds needed to complete the lap. Ties are broken by: the earliest movement phase, and if still a tie, the faster speed as the car crossed the line. In less ideal but more common worlds, roll the dice. The highest number gets the best position. Re-roll to break any ties. In a Starting Line or Pace Car start, the best position is on the inside of the track in row 1, then the outside of the track in row 1, then the inside of row 2, etc. |
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Each player provides five pyramids of their color to serve as status markers. Pyramid size is not important but everyone should save at least two pyramids of each size for game play. Stack one pyramid of each color in the gear and speed indicated by the selected starting method (for Standing Starts, do not place speed or gear markers until the player succeeds at the first driver check). Stack another pyramid of each color in Driver Control space 3. Another stack goes into the Laps section. For a five-lap race, begin the stack in space 5. The final pyramid is not stacked, but lined up in the Leader Pylon section in the order of each car's starting position, from first place to last. Multiple Mats (when there are more cars than colors) The race may contain more cars than there are separate pyramid colors. For the cars themselves this is not much of a drawback. All players spend much of the time examining the track and it is not difficult to remember which car is which. But the status markers are not so easily identified. To solve this problem, use more than one Basic Race Status Mat. The first Black car is tracked on the first status mat, the second Black car on the second mat, and so on. Note that everyone must share one Leader Pylon: you will need to identify same-colored pyramids by size or some other method such as tape on one of the pyramids. |
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Game Play | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
In each round, players update the leader pylon, move, and then make driver adjustments for the following round. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Reorder the Leader Pylon on the Race Status Mat from current first place to last. In case of a tie, the inner car is leading. If still too close to call, but one car will block the other if not moved, the blocking car is the leader. Movement - General There are three movement phases. In each phase, eligible cars first move one car length forward. If the car is eligible to turn in this phase, turning always happens AFTER movement. If any part of the car crosses the finish line during any movement, decrease the car's Laps Remaining status marker by one. If the just-complete lap was lap 0, the player wins. Each movement Phase is resolved in the order of the Leader Pylon: the first place car moves, then turns. Then the second place car moves and turns. Etc. To move a car, place another same-size pyramid directly in front of the current car, pointing the same direction, and then pick up the original car. To turn, rotate the pyramid one side without lifting it off of the surface. To turn right, rotate left, and vice versa. See the Movement and Turning Diagram for a detailed car movement illustration. General movement rules:
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A car that is in First Gear may already turn in every movement phase. But what of a driver seeing a looming wall when not in First Gear? Any car that moves during a movement phase may also attempt to turn even when otherwise ineligible. To make this attempt, roll a "driver check" - seven or higher on two dice. If successful, the player may turn the car. If the check fails, the player may not turn the car and in addition, the player's Driver Control status marker decreases by one. If the marker reaches space 0, the car is out of control and immediately spins out. Movement - Leaving the Track A poorly planned turn, a failed driver check, or an unexpected bump may cause a car to find itself off the the track. |