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Raevir
Captain

PostPosted: Fri Jan 13, 2006 8:14 pm


I will be writing up the instructions on how to play this game.

- BASICS -

Each car purchased from my shop has stats assosiated with them, these stats are related to two different types of racing, straightaways (lines) and curves. (I'll use more proper race terminology after someone points them out to me). The two stats are the speed and handling with each stat having a maximum and minimum number. In order to win a race, the racer must accumulate the most points.

To earn points, each section of the track must be raced. For each section, the racer generates a random number using the min and max of the related stat. That is the number added to the racer's score. Lines and curves use different stats.

Lines - The number of points gained from a line is determined by rolling between the maximum and minimum of a car's speed. Lines have a max set so that if a number higher than the line's max is reached, the racer is limited to the max line number.

Curves - Racing through curves is determined by the handling stats. There is a minimum number for curves and if that minimum number is not reached, the racer's score loses 1 point and the racer is forced to roll again until the minimum is reached. The roll that reaches the minimum is added to the score. If the racer can not reach the minimum handling number after 5 tries, the car will automatically pass the section with a total loss of 7 points rather than 5.

Slowing down for turns - If a racer does not feel confident about a turn with a high Handling minimum, that racing can announce that he or she is slow playing the turn. The racer will lose two points and will gain whatever points rolled next no matter if it reaches the Handling minimum or not.

- DUELING -

When racing against multiple people, there will be occasions where racers can duel each other to gain positional advantages through the race. These instance occur under special situations which the race official will identify during the race.

Head to head - Head to head is when two cars are at even points after a section is finished. Since there can only be one leader the racers must make a second roll, using his or her choice of either Speed or Handling. It doesn't matter what section type they are on. The racer with the highest roll will gain one point, the other will lose one point.

Drafting - When a racer is 3 or less points behind another racer, the trailing racer can decide to draft. The race official will question the racer whether he/she wishes to do so. (The trailing racer can just call out a draft and roll if they wish to skip the question phase). If the racer drafts, the two will reroll the section. (Speed for lines and handling for curves). If the trailer scores higher, the trailer will match the leader's points and gain one bonus point. If the trailer scores lower, the trailer will lose two points.

End of the road - Dueling is limited to 3 times per section. This includes any combination of head to head, or drafting and tie breaks of the head to head or draft. If the racers remained tied in the head to head, they will move on to the next section. If the racers remained tied in a draft attempt, the draft is failed but the drafter doesn't lose points.

In the event of multiple racers, the first to announce a draft will get to draft and the points will then be reevaluated for other potential drafts.

Photo finish - In the even of a tie after the last section of track is completed, a photo finish will occur where the tied individuals will decide on which stat they wish to roll with, (speed or handling, it doesn't matter what type of track was completed) and roll three time. The three rolls will be added together and the highest rolls will win.
PostPosted: Fri Jan 13, 2006 8:46 pm


- Turn Based Racing -

Turn based racing is a race where the racers are not all present. (When all racers are present, it will be referred to as a live race). One major difference in turn based racing is that random number generating will be done by the officiator and not the racers.

Due to the fact that there is no way of telling whether a roll was deleted or not during turn based play, players will choose what numbers they wish to use for a race section. There will be four numbers chosen per racer and the order of the numbers are important. Once all racers have chosen their four numbers, the official will roll a number between 1 and 4. The number chosen will decide which score that will be used for that particular race section.

Racers are given a pool of points dependant on their car stats. They can assign the points any way they wish among the four scores as long as each score reaches the minimum of the car's race stat and does not exceed it's maximum.

For example: Player A and B both have cars with the following race stats:

Smin 5
Smax 10
Hmin 5
Hmax 10

To save everyone the trouble of calculating points for each car, I will do that myself. For this case, the points for each stat will be 30p.

They start with a straightaway, L10.

Player A chooses 4 scores. A is an aggressive racer and will assign as much as he can to two spots and risk a lower number for the other spots. He must put at least 5 points into each score because that is his car's minimum. He can not put more than his car's max, which is 10.
1. 10
2. 5
3. 10
4. 5

Player B chooses 4 scores. B is a cautious player and decides to evenly distribute the points and be positive of outcome.
1. 7
2. 7
3. 8
4. 8

Results: The official rolls a 3 and assigns the points listed in each racer's 3rd score. The race continues as per usual rules. Using nitro and handling means listing 3 sets of scores instead of just one.

Driving Automatic: In case the racer doesn't want to bother with spreading out the points themselves, they can race automatic which has two settings, Aggressive and Normal.

Agressive - Splits the points between 2 max points and 2 min points. (See player A)

Normal - Spreads points evenly between the four slots. (See player B)

The numbers will be randomly placed by the race official before he makes the point roll.

Raevir
Captain


Raevir
Captain

PostPosted: Fri Jan 13, 2006 8:57 pm


- Nitro and Skill points -

Each car starts off with one nitro and one skill points. These points can be spent at any time during the race.

Nitro - Effecting only the speed of the car, when nitro is used, the racer rolls three speed rolls rather than once and the best score out of the three is used.

Nitro bonus - occurs when one of the rolls hits the maximum speed. This gives the speed a 25% bonus rounded up. For example: A top speed of 10 would gain a bonus of 2.5 which rounds up to 3. Track speed limits still apply though, so a 13 score on a 10 speed track will only gain 10 points.

Skill - Effecting only the handling of the car, when skill is used, the racer rolls three handling rolls instead of one and the best score out of the three is used.

Skill bonus - occurs when one of the rolls hits the maximum handling. This gives the speed a 25% bonus rounded up. For example: A top handling of 10 would gain a bonus of 2.5 which rounds up to 3.

Nitro and skill points can be spent anytime as long as the racer announces he/she will be using the point during the first roll of the section or battle. (That's right, it can be used when dueling as well).
PostPosted: Mon Feb 06, 2006 4:01 pm


- UPGRADES -

Rentals and practices -

Nitro packs can be rented before official races for a small fee. Nitro packs add an additional nitro point to the car. Limit 3 per race.

Practices can be purchased before official races for a small fee. Practices add skill points to the driver for that particular race. Limit 3 per race.

For non-sanctioned races, nitro packs and practices are free of charge.

Car parts -

Car stats can be improved by purchasing new parts. These purchases will be permanent and an icon will be placed on your car to detail the mods made.

Engine - Engine improves max speed +1 for each upgrade. Max 4.

Transmission - Transmission upgrades improve min speed +1. Max 2.

Tires - Tire upgrades improve max handling +1. Max 2.

Brakes - Brake upgrades improves min handling +1. Max 4.

Nitro tank - A tank purchase will add an additional nitro point to the car. Nitro +1. Max 3.

Each upgrade will cost 1k.
Nitro tanks cost 2k.

All purchases should be sent to Chicanes for accounting purposes.

Car Class Upgrade -

When your car score raises past your class level, your car will automatically raise a level. Maxing out your upgrades and reaching a new level will allow you to level up your car again as if there were no upgrades. No upgrades can be made for S class cars.

For example, a car with 30 points is a C class car but maxing out the car will add 12 points, making it 42 and an A class car. Maxing it out again will give it 54 points and put it in S class where it can not be upgraded again.

Raevir
Captain


Raevir
Captain

PostPosted: Sun Mar 26, 2006 10:09 pm


-Rule change -

Feb 6th - I made an adjustment to head to head challenges. The racer will get to choose which stats to roll with in head to head, speed or handling. I figured at that range their best stat would come into play no matter what track type they're on.

Feb 7th - Slowing down for turns. In case a turn is too tough, you can slow down at the cost of 2 points. This means you'll pass the section even if you don't reach the Hmin on your roll.

Feb 10th - Limited drafts and head to head dueling to a combined total of 3 per section. The logic is the racers will run out of road room after that and be forced to move onto the next track section.

Feb 15th - Racer must roll 4 times per turn for turn based racing rather than the single time of live racing. This will hopefully weed out any potential cheating.

Mar 27th - Turn based racing has been changed. It's a little complicated, so read it over and I'll do a demonstration if need be.

Sept 2nd - Added an automatic option for turn based so racers can just choose a setting and race.
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The Track - Racing Instructions and Tracks

 
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