A FREE GAME!!! Now THIS is Pod Racing!!! Faultline Studios Presents...

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1 Faultline Studios Presents... A FREE GAME!!! You saw the scenes in the movie, you ve seen the toys from Hasbro*, NOW you can race along with the pod racers from the hit summer release Star Wars Episode I: The Phantom Menace.** Now THIS is Pod Racing!!! *Pod Racers TM & C 1998 HASBRO INC. **Star Wars C Lucasfilm LTD. & TM All trights reserved

2 1.0 Introduction This game was created for the sole purpose of re-enacting the fantastic Pod Racing scene from Star Wars Episode I: The Phantom Menace. The game uses the Pod Racer models found at most toy and hobby stores. 2.0 Rights and Distribution All the rights to the names and models are retained by their owners and not used with permission. This game is NOT to be sold in any format. These game rules may be distributed in any form that does not require payment. The game was created by Mac Senour purely for the enjoyment of other Star Wars fans. 3.0 Setup 3.1 Roll for placement Each player rolls a 1D6, highest roll places the pod first etc. Ties are rolled off 3.2 Place Pod Racers A Starting Grid track piece is provided, each racer places his pod in a square 3.3 Deal cards Each player receives a Boost card, and one special card, face down. 3.4 Pick Pod racer Each player picks a pod and records the information on his pod sheet. It s a good idea to note the racer s number as well, as the models tend to look alike. The number can be found on the bottom of the model. 3.5 Pilot skill roll Each player rolls 1D6, 1-3 = 1, 4-5= 2, 6 = 3, which is your Pilot Skill 4.0 Turn Sequence 4.1 Players mark if they are accelerating, decelerating or maintaining their current speed. This is best done in secret. 4.2 Adjustments are made to the control number, no roll required Control = Steering + Max Speed + Pilot Skill Current Speed 4.3 The FIRST turn only Each player rolls a 1D6, if a 1 is rolled the pod engine has stalled and the player may not move that turn. The move order is by row, inside pod first 4.4 The player in front moves first, in a tie the player on the inside of the track moves first, play continues through each racer through all 6 phases. 4.5 Pods move based on their current speed There are 6 phases, example: a pod with the current speed of 3 moves 3 phases. It may be ANY 3 of the 6 phases, players choice 4.6 Player may make as many turns and shifts as they like, rolling each time they adjust the control number The Pod must move at least one inch straight before any turn can be made. Each Easy or Hard turn counts as moving one inch

3 5.0 Movement 5.1 A pod is moved 6 inches for each phase the pod moves 5.2 Types of movement Turning, use the turn gauge, place your pod in the center and turn as desired Sliding, line the 2 straight lines parallel to your engines Small shift, move your pod so one engine is between the lines on the turn gauge Large shift, move your pod so one engine is aligned with a line on the turn gauge 5.3 Control EVERY time the control number is adjusted downward, the player must roll a 1D6. If the result is less then or equal to the current control number, the player maintains control Losing control If the player rolls higher than the control number he has lost control of his pod. The player may attempt to regain control, rolling a 5 or 6 on 1D6 If control is regained, there are no adverse affects 5.4 Bumping Target moves based on strength of bump A small shift moves the target over a small shift distance etc. 6.0 Power ups 6.1 Then the players pod comes in contact with the black dot on the Power up, a 1D6 is rolled 6.2 Possible results are: Engine Sputter No additional moves the rest of the turn Extra booster If the player has used his Boost card, another is dealt Sandstorm All pod racers in FRONT of this racer are slowed to speed 3 Steering frozen Pod racer may make NO additional turns this turn 7.0 Crashing 7.1 Players roll for control whenever they lower their control number. This happens when players turn, shift, get bumped or are hit by a shot from a Tuskin Raider 7.2 The player is considered out of control if at any time the result of a 1D6 is rolled under the current control number 7.3 Pod racers crash if they lose control and do not regain it You can regain control by rolling a 5 or 6 on a 1D6 7.4 If 50% or more of a pod racer hits a wall, it is considered to be destroyed

4 8.0 Cards 8.1 The 10 cards are dealt at the start of the game, most are blank and should be hidden from the other drivers. The special cards are as follows: Jedi Countermands any card played and allows player to take his turn before all others. (including cards) Vent Exhaust Open Vents, target must be behind and within 2 inches. Target reduces CONTROL by 2, roll for control if needed Sabotage Permanently reduce either MAX SPEED by 1 or STEERING by 2, saboteur s pick Toss wrench Target must be within 4 inches and behind. Hits with a 6 rolled on a 1D6, destroys engines Boost The racer is allowed an addtional phase, and moves his pod immediately. All movement rules, ajustments to control etc. apply. 9.0 Tuskin Raiders 9.1 When a pod comes within 6 inches of a Raider the Raider will shoot, measure from the center of the raider to center of the pod. The shot is considered a hit when a 5 or 6 is rolled on a 1D6A hit is treated as a bump, minus 1 to Control. If an addtional 6 is rolled, the hit is considered fatal, and the pod crashed Finishing the race 10.1 The first pod across the finish line is the winner Most pod races are 3 laps, but players may adjust this as desired 11.0 Pod Designs Pod 1 Pod 2 Pod 3 MAX Speed Steering Acceleration Deceleration Track layouts 12.1 The START track piece should be used for proper placement of the racers 12.2 The Powerup circles should be placed just outside of the best path around the track 13.0 Turning Guide To turn your Pod Racer, line the model up with the edge of the turning key labeled START. Move the model to either the EASY turn or the HARD turn edge. Making the correct turn might require you to turn or flip the turning key. To shift, line up the Pods engines with

5 the two straight lines. A small shift is accomplished by moving the pod so an engine sits between the two lines. A full Easy Hard L Start Shift R Easy Easy Easy L L Start Shift R Start Shift R Start Shift R shift moves the Pod one step farther to the edge, lining up the engine with the outside line. L Hard Hard Hard

6 BLANK Sabotage Permanently reduce either MAX SPEED by 1 or STEERING by 2, saboteur s pick Vent Exhaust Open Vents, target must be behind and within 2 inches. Target reduces CON- TROL by 2, roll for control if needed Jedi Countermands any card played and allows player to take his turn before all others BLANK TossWrench Target must be within 4 inches and behind. Hits with a 6 rolled on a 1D6, destroys engines BLANK BLANK

7 BLANK BLANK These are the Tuskin Raiders that are to be placed around the track. Most tracks only have one good place to put the Raiders, so it s permissible to place them all together. R R R

8

9 PHASE SPEED POD RACER CONTROL Control = Steering + Max Speed + Pilot Skill - Current Speed Maintain control if 1D6 <= Control Recovery = roll 5 or 6 on 1D6 Steering Max Speed Acceleration Braking Pilot Skill Power Up Roll 1 = Engine sputter 2-3 = Extra Booster 4-5 = Sand Storm 6 = Steering Frozen Turn Costs Hard Turn = 2 Easy Turn = 1 Small Shift = 1 Large Shift = 2 Tilt Up/Down = 1 Bumped = 1 Wall Scrape = 1 Shot by Raiders = 1 Accelerate Maintain Decelerate

10 START

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