Post by slimyscaly on Feb 2, 2012 17:13:53 GMT -9
Hey! I made a couple of racing games: Run the distance and Davey's Racing System.
Here's my Davey's Racing System (David is my real name):
Racing:
Turn based. Different divisions of cars have a different number of spaces you drive your car depending on the number on the die you roll. A guide to different dirt oval racing divisions’ spaces is below, the type of car, and the number of spaces to drive corresponding to the sides of the die 123456.
Hornets, Cruisers 111122
Street Stocks/Bombers/Stock 4 122233
Super Stocks, Stock Clip Modifieds, Pro Stocks, Grand Nationals, etc. 122233
Crate Late Models, East Coast Sportsman Modifieds 2223334
Super Late Models, East Coast Modifieds 223444
Sprint Cars 233445
Bumping:
Any time you are behind or to the side of a car, you can roll the die to bump him/her. Depending on what side of the die you roll 1, 2, 3, 4, 5, 6, you will go forward (+) x spaces and the person you bumped will go back (-) x spaces as follows: +1-1, +1-0, +2-1, +2-0, +3-0, +3-2.
Advantage Tabs:
Each driver gets five advantage tabs to use throughout the race. Once one is used, another one can be drawn, or you can ban tab drawing in your race or league to force drivers to use them wisely. The symbols on them go as follows:
B#: Boost, go as many extra spaces as the number next to the B.
D: Drift, go through the next turn (on the track) and it will not count as your spaces.
Pass: You can use this when you are behind or side by side with another driver. You simply go 1 space ahead of them.
Physical Movement Strategies:
This game not only depends on the dice and the tabs, but the positioning of your car as well. If you are driving and all lanes ahead of you are full, you have to stop one space behind the cars on that space. For example, if you roll and have to go four spaces forward, the track is three wide, and there are three cars on the third space you have to drive past, you can’t go any further, even if your dice roll allows you to. Now if there is a narrow spot and the lanes aren’t filled up, you can give a go at gently bumping the rear of the car ahead of you, and bumping it out of the way. But, if you spin the other car out (approximately 90 degrees to the left or the right) or have half of your car off of the track, you are penalized and lose a turn. And if you accidentally bump a car a space ahead of where it was, it stays at that space until its driver drives it again. You can form alliances with other drivers and help each other out by intentionally blocking unwanted drivers and pushing your teammate ahead a space.
One Player Mode:
No one wants to race against you? Don’t worry, you can race against “AI” drivers whose actions are determined by the die. Just roll the die and they go that many spaces depending on the division. For more exciting gameplay, you can toggle the following:
Advantage Tabs: Give the AI drivers five random advantage tabs, line them up horizontally, and after their turn, roll the die. If it’s and even number, they use one of their tabs (you then roll again to see which tab the AI driver uses. If you roll a 6, keep rolling until you get another number). Unlike human players, the AI’s choice of which tab to use is completely random.
Lane Selection: Roll the die right before their turn. On two-wide tracks, rolling an odd number means the AI driver goes drives to the inside. Even numbers means the driver drives on the outside. On three-wide tracks, 1 and 2 means inside, 3 and 4 means middle, and 5 and 6 means outside. The AI (or human) can only select lanes when that lane is available.
Lap Counting:
Write the drivers names (in the starting order, which is also the turn order) down on a piece of paper, and tally mark how many laps they’ve completed.
Winning: First player to cross the finish line on the last lap wins!
Qualifying:
Drivers simply go onto the track, one at a time, and run a stopwatch-timed lap around the track using the die, then one of the players writes down that driver’s lap time, repeating this process until all of the drivers are done. Drivers start from the quickest time to the slowest time, the quicker your qualifying lap time was, the higher in the field you start. The starting order is also the turn order.
Run the Distance:
RTD is like my auto racing system, but it uses miniature figures, and has more tide-turning tabs and can involve fighting, like SH, or Strong Hit, where you physically bump or kick a figure of your choice with your figure, and how and where they land determines how many turns they lose. Also, there's the endurance mode, where you lose a certain amount of HP or health every lap or hit you take, and have to get energy drinks, sports drinks, and water to replenish your health, the last player who hasn't passed out wins. What do you think of these? I'm not much of a board game player, but I might give it a try. I've tried the auto racing system, and it works pretty good.
Here's my Davey's Racing System (David is my real name):
Racing:
Turn based. Different divisions of cars have a different number of spaces you drive your car depending on the number on the die you roll. A guide to different dirt oval racing divisions’ spaces is below, the type of car, and the number of spaces to drive corresponding to the sides of the die 123456.
Hornets, Cruisers 111122
Street Stocks/Bombers/Stock 4 122233
Super Stocks, Stock Clip Modifieds, Pro Stocks, Grand Nationals, etc. 122233
Crate Late Models, East Coast Sportsman Modifieds 2223334
Super Late Models, East Coast Modifieds 223444
Sprint Cars 233445
Bumping:
Any time you are behind or to the side of a car, you can roll the die to bump him/her. Depending on what side of the die you roll 1, 2, 3, 4, 5, 6, you will go forward (+) x spaces and the person you bumped will go back (-) x spaces as follows: +1-1, +1-0, +2-1, +2-0, +3-0, +3-2.
Advantage Tabs:
Each driver gets five advantage tabs to use throughout the race. Once one is used, another one can be drawn, or you can ban tab drawing in your race or league to force drivers to use them wisely. The symbols on them go as follows:
B#: Boost, go as many extra spaces as the number next to the B.
D: Drift, go through the next turn (on the track) and it will not count as your spaces.
Pass: You can use this when you are behind or side by side with another driver. You simply go 1 space ahead of them.
Physical Movement Strategies:
This game not only depends on the dice and the tabs, but the positioning of your car as well. If you are driving and all lanes ahead of you are full, you have to stop one space behind the cars on that space. For example, if you roll and have to go four spaces forward, the track is three wide, and there are three cars on the third space you have to drive past, you can’t go any further, even if your dice roll allows you to. Now if there is a narrow spot and the lanes aren’t filled up, you can give a go at gently bumping the rear of the car ahead of you, and bumping it out of the way. But, if you spin the other car out (approximately 90 degrees to the left or the right) or have half of your car off of the track, you are penalized and lose a turn. And if you accidentally bump a car a space ahead of where it was, it stays at that space until its driver drives it again. You can form alliances with other drivers and help each other out by intentionally blocking unwanted drivers and pushing your teammate ahead a space.
One Player Mode:
No one wants to race against you? Don’t worry, you can race against “AI” drivers whose actions are determined by the die. Just roll the die and they go that many spaces depending on the division. For more exciting gameplay, you can toggle the following:
Advantage Tabs: Give the AI drivers five random advantage tabs, line them up horizontally, and after their turn, roll the die. If it’s and even number, they use one of their tabs (you then roll again to see which tab the AI driver uses. If you roll a 6, keep rolling until you get another number). Unlike human players, the AI’s choice of which tab to use is completely random.
Lane Selection: Roll the die right before their turn. On two-wide tracks, rolling an odd number means the AI driver goes drives to the inside. Even numbers means the driver drives on the outside. On three-wide tracks, 1 and 2 means inside, 3 and 4 means middle, and 5 and 6 means outside. The AI (or human) can only select lanes when that lane is available.
Lap Counting:
Write the drivers names (in the starting order, which is also the turn order) down on a piece of paper, and tally mark how many laps they’ve completed.
Winning: First player to cross the finish line on the last lap wins!
Qualifying:
Drivers simply go onto the track, one at a time, and run a stopwatch-timed lap around the track using the die, then one of the players writes down that driver’s lap time, repeating this process until all of the drivers are done. Drivers start from the quickest time to the slowest time, the quicker your qualifying lap time was, the higher in the field you start. The starting order is also the turn order.
Run the Distance:
RTD is like my auto racing system, but it uses miniature figures, and has more tide-turning tabs and can involve fighting, like SH, or Strong Hit, where you physically bump or kick a figure of your choice with your figure, and how and where they land determines how many turns they lose. Also, there's the endurance mode, where you lose a certain amount of HP or health every lap or hit you take, and have to get energy drinks, sports drinks, and water to replenish your health, the last player who hasn't passed out wins. What do you think of these? I'm not much of a board game player, but I might give it a try. I've tried the auto racing system, and it works pretty good.