Pushing Race

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Pushing Race
Designed by Julien Griffon
A race where you’ll need the roll of an Icehouse die to win, but the same roll could force you to help an opponent
:Players Players: 2 - 4
:Time Length: Medium?
:Complexity Complexity: Easy
Trios per color: 1
Number of colors: 1
Pyramid trios:
Monochr. stashes: 1
Five-color sets: 1
- - - - - - Other equipment - - - - - -
3 Martian Coasters (or any 3 x 9-space board), 1 Icehouse die
Setup time: 1 minute
Playing time: 20 minutes
0.333 Hr
- 30 minutes
0.5 Hr
Strategy depth: Low
Random chance: Medium
Game mechanics: piece movement, dice roll
Theme: Abstract race
BGG Link:
Status: complete? (v1.0), Year released: 2987


Under development


This game is currently under development, in the Initial Design stage. Feedback is strongly encouraged! Feel free to give comments on game design or structure on the talk page.

Goal

Be the first to take your five pieces from the Start line to the Finish line.

Setup

Align the three Martian Coasters so as to form a 3 x 9-space race track. One end is the Start line, the other, the Finish line.

Each player takes five identical pieces (either same size or same color) and places them in a pile in front of the Start line. All remaining pieces can be placed by the side of the track to represent the supporters screaming and encouraging their favourite team.

Choose who will go first by any method you wish to use.

Play

On their turn, each player rolls the Icehouse die and moves one or more pieces according to the result of the roll:

  • TIP – Push one piece straight forward by two spaces, or two pieces by one space. Any piece or line of pieces in front of a moved piece and in direct contact with it is pushed forward too.
  • AIM – Push one piece forward diagonally by two spaces, or two pieces by one space. Any piece or line of pieces in front of a moved piece and in direct contact with it is pushed diagonally too.
  • HOP – Make one piece jump over another piece, either forward or diagonally forward. Only one piece can be jumped this way. If two pieces should be jumped in order to land on a free space, the move isn’t allowed.
  • SWAP – Exchange the positions of two adjacent pieces, either diagonally or orthogonally. One piece must be yours; the other must be one of your opponent’s. A swap is possible between an opponent piece standing on the first line behind the Start line and one of the player's pieces waiting behind the Start line.
  • DIG - Push one piece straight backward by one space. Any piece or line of pieces in front of the moved piece and in direct contact with it is pushed backward too. A piece can be taken back through the Start line.
  • WILD – Any of the above moves.

To introduce a new piece on the board, it must be entered through the Start line. Pieces waiting in front of the Start line are not considered to be in any specific position and can cross the Start line through any space on the first line.

If a move is possible, you have to do it. So, a player with only one piece on the first line rolling a DIG must move it back out of the track. If no move is possible, the player’s turn ends without moving.

The race track is considered to be a cylinder around the direction of the race (left side and right side join), so when a piece is on the edge of the track, and gets pushed out, it reappears on the other side of the track, as if it were continuous. AIM, HOP and SWAP moves are also allowed from one edge to the other.

Game end

When a player’s fifth piece passes the Finish line, this player wins the game.