Drag Race

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Revision as of 01:49, 23 February 2011 by imported>DennisDuquette (Category:2HOUSE)
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Drag Race
Designed by Avri Klemer
An abstract race game of
second guessing in second gear. Property "Description" (as page type) with input value "An abstract race game of second guessing in second gear." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
:Players Players:
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 5
Number of colors: [[Number of colors::2 Treehouse Sets]]
Pyramid trios:
Monochr. stashes: [[Stashes::2 Treehouse Sets]]
Five-color sets:
- - - - - - Other equipment - - - - - -
Chessboard, screen
Setup time: 1 minute
Playing time:
Strategy depth: Medium
Random chance: None
Game mechanics:
Theme: Racing
BGG Link: Game #33852
Status: Not Specified (v1.0), Year released: 2987



Background

Two hotrods face off across the track. The flag falls and the wheels spin. Who will blink first?

Setup

Players sit opposite each other accross a Chessboard, each with their own Treehouse Set behind a screen. Each player places their large black pyramid, called their Driver, facing away from them at A5 and H4 (A4 and H5 for the British, and other deviants.)

Goal

The winner is the first player to move his Driver across the finish line (off the opposite end of the board), or force the opposing Driver off the road (either edge of the board).

Gameplay

  • Green = Gun It (Move forward one space)
  • Blue = Brake (Opponent does not move)
  • Red = Right (Move right one space)
  • yeLLow = Left (Move left one space)


Green opposes Blue. Red opposes Yellow


Each turn consists of a Plan, and potentially 3 moves.

In the Planning phase, each player sets up a stack of 3 pyramids, one of each size, from those remaining behind their screen. They can be of any color and in any order.

When both players are ready, the stacks are revealed simultaneously.

The top pyramids are compared first, then the middle, then the bottom. Each comparison may result in a move for one or both Drivers:

  • Opposing colors cancel each other out regardless of size, resulting in no move for either player.
  • If colors are not opposing, the larger piece effects its Driver.
  • If colors are not opposing, and both pieces are the same size, both Drivers move. The exception is that a Blue piece of the same size as a Red or a Yellow puts the brakes on the lateral movement, and neither Driver moves.

After each turn, the parts of all used Plans are left in plain view of both players. Then the next Planning stage takes place with the remaining pyramids still hidden behind the screen.

After 4 turns, all pyramids are replaced behind the screen and are once again eligible to be used in the Plan.

Only one pyramid may occupy a square. If a move would cause a collision, no move occurs.

If both players cross the finish line or crash off the course on the same move the race is a tie. Set 'em up and do it again!

Damage Variant

When a collision occurs, either between opposing Drivers or the edge of the board, replace the Driver(s) with the next smallest size of pyramid. This represents the damage done to the vehicle.
If a 1-point pyramid is involved in a collision, that Driver loses.

External Links


License

http://i.creativecommons.org/l/by-nc-sa/3.0/us/88x31.png
This work is distributed by Avri Klemer under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.