200_mph_oval_track_(6517323)

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  • 8/10/2019 200_MPH_oval_track_(6517323)

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    Set-up: Arrange track tiles by connecting yellow arrows head to tail. Players each choose a car from one of the cut-

    outs (or substitute toy cars at home). Give each player an interference token. Determine turn order. Place cars on the

    numbered spaces according to turn order. All cars face the starting line.

    Play: Take turns rolling the die. Move your car forward the number of spaces rolled. Cars may switch lanes, as long

    as movement is continually forward. The winner is the first to cross the finish line. The following rules apply:

    - Blocked: If all spaces in front of a car are occupied, the car is blocked and cannot move any farther this turn.

    -Loose: Cars become loose after bumping into another car or wall. To mark a car as loose, face it sideways.

    - Firm: A loose car instantly becomes firm upon rolling a 2 or 1 and moves normally. Firm cars face forward.- Out of the race: If a loose car is bumped, it is out of the race. To mark a car as out of the race, face it backward.

    - Interference: At the start of your turn, any car occupying an adjacent space may interfere once this turn, as long as

    they possess an interference token. After you roll, the interferer gives you a token, forcing you to roll again and use the

    new result. When multiple players interfere, in turn, roll again each time and use the last result.

    - Rolling a 3: When a player rolls a 3, his first move MUST be in the direction of the light blue arrow. If the car is

    firm after the first move, then take the other two moves normally. The following special rules apply to the first move:

    -- Loose car: Loose cars that roll a 3 remain loose and move only one space in the direction of the blue arrow.

    -- Bumping into another car: If the space following the blue arrow is occupied, then both cars bump and

    neither car moves. Cars that are firm before the bump now become loose, and cars that were loose before

    the bump are now out of the race.

    Assembly: Print out one copy.

    Cut out track tiles and cars.

    Find six tokens/pennies.

    Modify a six sided die by

    painting or marking over four

    dots to turn the 6 into a 2,

    two dots to turn the 4 into a2, and two dots to turn the

    5 into a 3.

    Tristan Stothard (order #6517323)

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    Tristan Stothard (order #6517323)

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    A

    Spaces marked A

    Rolling a 3 in a space marked A causes the car

    to bump into the wall and not move. As a result,

    the car becomes loose. However,

    if the car was already loose

    before rolling a 3, thenthe car is out of the race.

    Tristan Stothard (order #6517323)

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    A

    A

    Spaces marked A

    Rolling a 3 in a space marked A causes the car

    to bump into the wall and not move. As a result,

    the car becomes loose. However,

    if the car was already loose

    before rolling a 3, then

    the car is out of the race.

    Tristan Stothard (order #6517323)

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    A

    A

    Spaces marked A

    Rolling a 3 in a space marked A causes the car

    to bump into the wall and not move. As a result,

    the car becomes loose. However,

    if the car was already loose

    before rolling a 3, then

    the car is out of the race.

    Tristan Stothard (order #6517323)

  • 8/10/2019 200_MPH_oval_track_(6517323)

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    A

    A

    Spaces marked A

    Rolling a 3 in a space marked A causes the car

    to bump into the wall and not move. As a result,

    the car becomes loose. However,

    if the car was already loose

    before rolling a 3, then

    the car is out of the race.

    Tristan Stothard (order #6517323)