Rush 'n' Crush PBF race 1

@DJCT asked for a die roll:
So I move up 1 on the gears to 10

I think thaT means

@DJCT asks for a white dice d6: 4

@DJCT asked for a die roll:
@DJCT asks for a red dice roll 2d6: 5 + 5 = 10[quote=“RogerBW, post:1, topic:4196, full:true”]
Official rules (BGG login needed): Rush 'n' Crush PDF Overdrive Rulebook | Rush n' Crush
Universal Head: https://www.orderofgamers.com/downloads/RushnCrush_v1.pdf
Roger’s rules: rules.pdf (45.6 KB)

Status dump to follow when I’ve finished building it.
[/quote]

Apologies for the gobbledegook- iPad playing up. 5 and 5 for the red dice.

So, can I , ahem, side swipe Marx out the way?

No. In order to move a car by ramming it has to be a side-swipe (which you can do) and there needs to be an open space that the rammed car can move into (in this case, there is not).

EDIT: Oh, maybe! If you hit me from the East (the space directly before the block) and smash me into the West, I would hit the mine and move out of your way… but that’s more advanced than my understanding of the rules, so you’d need Roger to say if/how that works.

Ah ok. If I go over the mine I can get behind Roger ithink
Edit - ninja’s. Will wait on Roger!

1 Like

OK so I see two basic options at speed 10 with 4 lane changes. (All directions are in terms of the way you’re going.)

(1) forward 1, forward/left 2, forward 7, would go over the mine and leave you parallel with me. Or you could come one more to the left to be one lane to my right and a little behind - or one more than that to be directly behind me (and presumably fire your machine gun). (Yellow lines.)

(2) forward 1, forward/left 4, forward 3, then side-ram Marx from their left (spending a steering point as that’s 5 lane changes total). If the ram worked (3-6 on d6 since you have a side bumper armed) you’d knock them into the mine, take their space and finish the move straight ahead. If it didn’t work, you’d slam into the wall at speed 10 and take d6 structure damage. Then you’d have to make a compulsory lane change outwards for your last move for another steering point, and be committed to the outside lane. (Red lines.)

Thanks Roger - option 1, behind you and machine gun please and thank you.

@RogerBW asked for a die roll:
OK, crossing the mine does you one damage on 1-3: d6: 5
Each machine gun die does me one damage on 1-2: pool 3d6: 2, 3, 5

Ah, I see you opted for the Never’Splode mines, a very economical choice. (But they stay on the track for lap 2.)

“And we’re into the Zig Zag zone with X-Caliber still in the lead, closely followed by Wonderbrat, Miss Meteor and Tombstone, with Komet and Totentanz splitting up round the Vulture Block. (Seriously, guys, could you scrub that stain off? We’ll put up a plaque or something.)”

Round 4 order:

@Assussanni
Chewy77
RogerBW
DJCT
Lordof1
Marx

3 Likes

@Assussanni asked for a die roll:
I’ll change gear all the way to the right, to blue 10, then spend 2 turbo points to end on blue 12.

Steering: pool 3d6: 2, 2× 4 taking the lowest.
No heat dice.

Move forward x4, right, forward x2, left, forward x2, right (spending a steering point), forward.

Use fire extinguisher and arm rocket booster.

No mines this time (they apparently never explode anyway).

1 Like

All looks good!

Over to @Chewy77.

@Chewy77 asked for a die roll:
Right, that moved quickly. Changed one gear up to 9, roll for lane changes, which I believe I don’t need that many (thanks for the bump, whoever it was)

2d6: 4 + 6 = 10

@Chewy77 asked for a die roll:
That should leave me between that T shaped obstacle and the large one to its right, so if I can be left here, please?

Screenshot 2022-06-20 062618

After that, reactivate everything (extinguisher and whatever else it was, maybe the bumper?). Can I use the turbo? I am rolling way high, so I will only roll for 2 spaces again (you will see, whenever I need it to be high, they will turn low).

2d6: 1 + 5 = 6

So that should leave me with another heat point, just edging the south end of the T. (If I could use turbo, if not, I would stay on the circled space)