@RogerBW asked for a die roll:
Also I think they need to be all lower case.
So you’re going for 8 yellow, 2 turbo points spent.
Lane changes: max of pool 3d6: 1, 2, 4
Heat: pool 1d6: 5
on 1-4
@RogerBW asked for a die roll:
Also I think they need to be all lower case.
So you’re going for 8 yellow, 2 turbo points spent.
Lane changes: max of pool 3d6: 1, 2, 4
Heat: pool 1d6: 5
on 1-4
I mis-counted earlier - 4 lane changes is enough.
Thanks -it was the editing I think. So all ok?
Round 3 order:
@Assussanni
Chewy77
Marx
Lordof1
RogerBW
DJCT
@Assussanni asked for a die roll:
Accelerate to red 10. Do not spend boost or brake points.
Steering (white): d6: 4
.
Heat (red): pool 3d6: 3× 2
, heat increases on 1 or 2.
Still toasty, must be the after effects of my own flamer.
Move left, forwards x7, left x2.
Activate fire extinguisher and flamer.
Oh, and can I also please drop a mine on the fifth space of my movement: on the corner just before the spaces become rectangles again.
All looks good!
@Chewy77 to play.
I think I should be at 4 heat rather than 3 (I was already at 1 and generated the full 3 this turn).
And while I’ve activated* my fire extinguisher, I haven’t used it yet.
*
I dislike the word “activate” as it used in the rules, I think I would prefer something like “ready”. Although am I correct in thinking that the rules weren’t originally written in English, and the English rules are a translation?
Yes, though as @EnterTheWyvern pointed out the company’s famous for its bad rules anyway.
Right now flamer and fire extinguisher are armed.
OK, let’s say two “activations” a turn with each of which you can either “arm” or “use” one of the armable devices.
@Chewy77 asked for a die roll:
Right, let’s see if I dont make a mistake, If I don’t accelerate any more, I still move 8 spaces and go into the blue region?
If that is the case, I should need 4 line changes to stay on @Assussanni shoulder, but on the left side this time, while side-stepping his landmine.
3d6: 2 + 6 + 6 = 14
Looks like plenty of lane changing available, nimble as…!
Specifically you’re taking the “gearshift” action, which is “move left or right along a dotted line as many spaces as you like”. In the blue, no heat, and still max(3d6) lane changes as you said.
Moving 8 spaces will leave you just past the mine.
Do you want to use fire extinguisher and/or rocket booster?
Sorry, I miscounted the lane changes, can I have the last move diagonally to beun the same lane as @Assussanni ??
How many spaces was the rocket booster? 3?
That would put me right behind, will he damage me if he drops a mine on his next turn?
Moves: yes, you can take the last one to the left.
Rocket booster: you choose 1-3 spaces (and move them straight ahead, i.e. in your lane). Then for each one you roll a heat die, heat on 1-2.
When someone drops a mine, it’s into the space they’re leaving, so you could still dodge it.
Because I think this would be more obvious if we were playing in person: I have just armed my flamer, which affects spaces directly behind me.
If you end directly behind me, and neither of us is rammed out of the way, I could use my flamer on you next turn. This would be 3 dice, adding one heat to your car for each 1 or 2 rolled.
(You may have already realised this and decided it’s an acceptable risk, I thought I’d just point it out in case it affects what you want to do with your movement.)
I had not realised, but given that I take heat chances with the rocket I will move only 2 spaces rolling two dice
[Rol 2d6]
@Chewy77 asked for a die roll:
2d6: 1 + 6 = 7