POWERSLED CIRCUIT INTRODUCTION GAME COMPONENTS

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1 POWERSLED CIRCUIT WRITTEN & DESIGNED BY Kevin Smith GRAPHIC DESIGN & EDITING Daniel Kast Eric Rennie PLAYTESTING Tm Akerman Rbert Flaharty Keith Hudsn Chris McArthur Glenn Mchn Demian Rse Tm Warhurst Cpyright Kevin Smith. All rights reserved. Pwersled Circuit is a trademark f Majestic Twelve Games. Published in the United States f America by Majestic Twelve Games. First printing, July 2002 ISBN Majestic Twelve Games 2181 Dawsn Drive Nrmal, IL INTRODUCTION Pwersled Circuit is a fast-paced, easy t learn bard game set in the tensin-filled wrld f gravsled racing. Players design their wn sleds befre pitting them against ne anther n the track. A unique card-based mvement system brings strategy t the fre, and ensures that it takes mre than just a speedy sled and a dse f luck t get t the winner's circle! GAME COMPONENTS The Track: There are three separate track layuts that cme in Pwersled Circuit. Befre the game begins, players shuld d the fllwing: Chse the track layut n which t race. The chice f track shuld be made with sme degree f unanimity amng the players, but shuld nt be turned int a majr undertaking remember, everyne is racing n the same track, s there is n inherent advantage t chsing ne ver the thers. Set the safe speeds fr each crner. Each type f crner has a predetermined safe speed selected fr it: 45 turn = Safe Speed 4 90 turn = Safe Speed turn = Safe Speed 2 These default safe speeds may be used, r the players can mdify them as they see fit. This game cmes with remvable stickers that can be placed in the apprpriate circles n the game bard t indicate the current safe speeds. NOTE: The slwer the crner safe speeds are, the mre difficult the racing will be. Sled Status Sheets: Each sled in the race is represented by a status sheet. Sleds are built using build pints; these build pints are assigned t fur different categries in any cmbinatin up t the agreed build pint limit. Fur build pints represents a typical limit, althugh races can be run using anywhere frm three t six build pints. The fur categries, thrust, stability, pilt, and armr, are described briefly belw. Thrust The thrust rating is the number f cards the player is entitled t draw each turn. As a race prgresses the initial thrust may be permanently reduced due t damage, r temprarily reduced due t cntrl prblems. Zer build pints spent yields a card draw f 6 cards. One build pint spent yields a card draw f 7 cards. Tw build pints spent yields a card draw f 8 cards. Stability The stability rating is the number f cards a player is entitled t retain in his/her hand t start a turn. As a race prgresses the initial 1

2 stability may be permanently reduced due t damage. Zer build pints spent yields a card hand f 6 cards. One build pint spent yields a card hand f 7 cards. Tw build pints spent yields a card hand f 8 cards. Pilt The pilt rating is a die rll mdifier that is added t any cntrl lss test, r regain cntrl test that is taken during the curse f a race. The pilt mdifier is never reduced. Zer build pints spent yields a pilt mdifier f 0. One build pint spent yields a pilt mdifier f 1. Tw build pints spent yields a pilt mdifier f 2. Armr The armr rating represents the damage prtectin that a sled has. As a sled takes damage, the available armr is eliminated n a 1 pint f damage per 1 bx f armr basis. Only when the armr is fully eliminated des the sled itself begin t take damage. The number f armr bxes available is determined by the number f build pints spent: Zer build pints spent yields 2 armr pints per lap. One build pint spent yields 3 armr pints per lap. Tw build pints spent yields 4 armr pints per lap. In all three cases the number f armr bxes per lap is multiplied by the number f laps the race will cnsist f t determine the ttal number f armr bxes a sled is entitled t. This ttal is awarded up frnt, and is available t the sled at the beginning f the race. EXAMPLE: A player decides t spend ne pint n the armr categry fr his sled. This yields 3 armr bxes per lap. Since it has been decided by the players that the race will cnsist f three laps, the sled will begin the race with 3 x 3, r nine armr bxes. card deck. Six such decks are prvided in Pwersled Circuit; each has an identical mix f cards: 6x MOVE 3, 6x MOVE 4, 6x MOVE 5 6x DRIFT 2, 6x DRIFT 3, 6x DRIFT 4 14x Special Cards (see pp.3-5 fr descriptins) Playing Pieces: Each player s sled will be represented n the game bard by a wden cunter. This game includes six wden flats and six stickers; befre playing yur first game, the stickers shuld be placed nt the flats. Each player then selects ne f these t stand in fr his/her sled. Status Markers: There are six sets f six status markers (red, blue, yellw, green, range, and purple). Each player shuld be given a set, which are then placed n his/her status sheet t recrd the capabilities f his/her sled. Dice: Each player shuld als be given tw dice. All die rlls in Pwersled Circuit are made with tw standard six-sided dice and adding the results tgether, smetimes abbreviated as 2d6. Reference Sheets: The game includes tw cardstck reference sheets which cntain the tables and charts necessary fr play. PLAYING THE GAME Befre the game begins, players shuld d the fllwing: Determine Starting Psitins: Any cnvenient methd is fine, frm running a qualifying lap fr each player t rlling dice. Whatever methd is used, nly tw sleds are placed n each rw. The starting line n each track layut is dented by a checkered band. The yellw directinal arrws n this band indicate the directin in which the race shuld run. There are tw additinal sectins f the status sheet: The cntrl status line indicates hw stable a sled is at any given pint. T begin the game, the cntrl status marker is placed in the cmplete cntrl bx. The cntrl status may fluctuate during the curse f a race. The spin track is used when a sled begins spinning ut f cntrl. The track is used until the sled cmes t a cmplete stp, at which time the cntrl status marker is placed back in the cmplete cntrl bx. Racing Cards: The heart f this game is in the actin sequence, which is gverned by card play. Each player shuld have a separate 50-2 In the abve diagram, the numbers indicate the rder in which the sleds are placed when determining starting psitins the number 1 indicates the mst advantageus, r ple psitin, which in this case wuld be the frnt right-hand psitin. Determine Race Length: A game f Pwersled Circuit can last fr as lng as the players wish; typically, a 2- t 3-lap race will make fr an exciting but

3 relatively quick game, while experienced and/r die-hard players may decide t race fr 5 r mre laps. Turn Sequence: The game is cnducted accrding t the fllwing sequence f play; each phase must be cmpleted befre mving n t the next. After all phases have been cmpleted, ne game turn is cncluded, and the next game turn begins with the Draw Phase. Draw Phase: Each sled draws the number f cards equal t its current thrust rating. This ttal may be temprarily reduced frm the result f a cntrl lss test taken in the previus turn. EXCEPTION: During the first turn ONLY, players draw a number f cards equal t their thrust rating, PLUS ne-half f their stability rating (rund dwn). Fr example, a sled with a thrust f 6 and stability f 7 wuld draw 9 cards ( , runded dwn) during the first turn. Discard Phase: Each sled discards, if necessary, a number f cards s as nt t exceed its current stability rating. The number f cards drawn might be less than the stability rating, in which case n cards wuld need t be discarded. Card Play Phase: Three runds f card play are cmpleted in each game turn, with each player laying dwn ne r mre cards face up in frnt f him/herself each rund. The sled is then mved accrding t the card(s) played by the cntrlling player. The rund is cmpleted in rder f standing, frm first thrugh last place. If tw (r mre) sleds are even with each ther, the tie is brken accrding t the rder in which the sleds arrived at that track psitin. There are three types f cards: mve cards, drift cards, and special cards. During each rund f card play, a sled must play ne (and ONLY ne) mve r drift card; it may als play any number f special cards. Other restrictins als apply: A card must be played during a rund, if any cards remain in a hand. As a general rule, all cards played during a rund f card play (by a single sled) must be played befre any mvement begins. Any exceptins will be nted n individual cards. It is permissible t play cards s as t reduce a hand t zer cards during any rund. If a sled has n cards remaining in its hand when it is due t mve, it simply remains statinary during that rund f card play. NOTE: It is usually cnsidered gd frm t ntify the ther players when yur sled is ging t be stpped during the upcming rund f card play. Mve Cards: The type and quantity f mve cards are as fllws: MOVE 3 (6), MOVE 4 (6), MOVE 5 (6). A sled must mve the full amunt shwn n a mve card. N lane change is permitted. Drift Cards: The type and quantity f drift cards are as fllws: DRIFT 2 (6), DRIFT 3 (6), DRIFT 4 (6). A sled must mve the full amunt shwn n a drift card. One lane change is permitted, anywhere alng the mve. A sled may nly change lanes acrss a clear diagnal; i.e., yu cannt change lanes in a curve where the square in the inside lane verlaps thse n the utside, nr can yu drift int a duble-length racing line square frm either square directly inside f that duble-length square. In the abve diagram, the numbers indicate the rder in which the sleds will be mved in the next rund f card play. Number 3 mves befre number 4, even thugh they are even with each ther, because number 3 arrived at that track psitin first. Number 1 will then mve third, fllwed by number 2, which arrived first at the track psitin it ccupies with number 5. Number 5 will then mve last. Regain Cntrl Phase: Any sled nt in cmplete cntrl, but nt skidding, may attempt t regain sme r all f its cntrl. MOVEMENT The Card Deck: The perfrmance f each sled during a race is cntrlled by a deck f cards. Each sled has its wn 50 card deck, and all decks are identical. 3 In the abve diagram, number 2 has played a mve 3, and must mve as shwn. It cannt mve any faster r slwer, and it cannt change lanes. Number 5 has played a drift 4, and a Gd Speed card alng with it. It is therefre entitled t mve 5 squares, with ne lane change if desired. It utilizes the lane change, and mves as shwn. Special Cards: The type and quantity f special cards are described belw. Any special card may als be used as DRIFT 0 r DRIFT 1. Remember that players must play ne mve r drift card during each rund f card play; thus, a player is required t play a special card as a DRIFT 0 r DRIFT 1 card if he/she has n mre mve r drift cards in hand. Special cards must be played at the same time a mve r drift card is played, unless stated

4 therwise n the special card. The benefits frm special cards last fr the entire rund in which they are played, unless nted therwise n the card. NOTE: Any cmbinatin f special cards may be played during the same rund f card play. Additinally, tw f the same type may be played t duble the effect f the given card; i.e. tw Gd Crnering cards may be played tgether t raise the safe speed f a crner by tw. Special Card Descriptins: Gd Crnering (2) Raises the psted safe speed f any crner squares mved thrugh during a rund by ne. Gd Pilting (2) This is a multi-functin card. If this card is played with a drift card, then ne extra lane change may ccur. If this card is played with a mve r drift card, and n lane change ccurs, then ne square may be mved thrugh as if nthing ccupies the square. Nte that there DOES have t be enugh mvement t cmpletely clear the square being mved thrugh; i.e., a sled cannt end its mvement in the same space as anther sled. The exceptin t this being the duble-length racing line squares that may be ccupied by tw sleds. NOTE: Gd Pilting cards will als allw a sled t mve ver mines r anti-gravity slicks withut suffering the effects f either. Again, the sled must have enugh mvement t cmpletely clear the square cntaining the effect t be able t use the card. Gd Reflexes (2) - This card is played after a cntrl lss test r regain cntrl test is taken, and adds +2 t the rll. Nte that this card des nt have t be played until AFTER the dice have been rlled, but will nly apply t the current test. Gd Speed (2) If this card is played with a mve r drift card, r special card being used as a drift card, it will allw ne extra square f mvement. Nte that any cntrl lss tests that are taken are taken at the speed f the riginal mve, drift, r special card being used as a drift card. Laser (1) This card is played after a sled has finished mving. A laser fires frm the frnt f the sled, hitting the first sled r mine it encunters in the same lane. The range f the laser is unlimited. Hwever, the line f fire may nt travel thrugh mre than ne crner square. The laser frces a strength-1 cllisin test by the target sled, and will autmatically destry a mine. Mine (1) This card is played after a sled has finished mving. A mine is placed in the last square the sled mved thrugh (ne square behind the sled). The mine remains n the track until a sled enters its space, at which time that sled suffers a strength-2 cllisin test. NOTE: It is pssible fr a mine t be drpped int an ccupied square. When this ccurs, the mine des nt explde immediately. It des explde when the sled attempts t leave that square, unless a Gd Pilting card is played, in which case the mine remains in the 4 square, and the mving sled is free t leave the square withut ill effect. Anti-Gravity Slick (1) This card is played after a sled has finished mving. An anti-gravity slick is placed in the last square the sled mved thrugh (ne square behind the sled). Any sled mving thrugh a square cntaining an anti-gravity slick must take an immediate cntrl lss test. The slick remains in play the remainder f the race. NOTE: As with mines, it is pssible fr an anti-gravity slick t be drpped int an ccupied square. When this happens, the anti-gravity slick des nt cause the sled t take a cntrl lss test immediately. The sled des make a cntrl test when it attempts t leave that square, unless a Gd Pilting card is played, in which case the mving sled is free t leave the square withut ill effect. Nuke Grenade (1) This card is played after a sled has finished mving, and is beside a ptential target sled. The grenade frces a strength-3 cllisin test by the target sled. In crners where the squares d nt line up evenly, the firing sled must ccupy a square that is even with, r partially in frnt f, the square cntaining the target sled. In additin, the sled thrwing the grenade lses ne step f cntrl autmatically (and therefre must discard ne card). Frce Field (1) This card is played immediately after a sled suffers an effect which culd ptentially cause damage, and must be played befre any cllisin r damage rll is made. The entire effect f the attack is negated. This card will als negate the effect f a Grappling Hk card. Grappling Hk (1) This card is played immediately after a sled directly in frnt f the sled with the grappling hk card has played its mvement card (i.e., MOVE r DRIFT card). The grappling sled is pulled alng with the sled in frnt, in exactly the same path as the frnt sled. The grappling sled ends up in the last square the pulling sled mved thrugh (ne square behind the pulling sled). NOTE: In the case f duble-length racing line squares, the grappling sled will nly end up in the duble-length square with the pulling sled if it began that rund in a duble-length square with the pulling sled. Otherwise, it will end up ne square behind the pulling sled, regardless f what type f square the pulling sled ends up in. Any adverse cntrl effects suffered by the frnt sled are nt suffered by the grappling sled. NOTE: As a grappling sled suffers n ill effects, and its ending psitin is predetermined by the pulling sled, any special cards played by the pulling sled have n effect n the sled being pulled. Furthermre, the grappling sled suffers n effect frm mines r antigravity slicks. NOTE: It is permissible fr a sled t grapple nt a sled which has already grappled a third sled. The mvement sequence wuld be fr the first grappled sled t mve, fllwed by the first grappling sled, fllwed by the secnd grappling sled. In each case,

5 CORNERS the sled being pulled ccupies the last square mved thrugh by the sled pulling it. Crner squares are thse squares assciated with a safe speed, brdered by a yellw line n the game bard. Each crner has a safe speed assciated with it, and this safe speed will be psted in a circle shwn n the inside f the crner. These safe speeds will vary anywhere frm 1 t 4, and will apply t every square in the crrespnding crner. This number represents the safe speed at which a particular square may be entered with n penalty. When a card is played that exceeds this safe speed, a cntrl lss test must be taken. This cntrl lss test is taken in the first square where the safe speed is exceeded. Once the cntrl lss test is taken, any additinal squares in that crner and during that card play may be entered with n further penalty r test required. NOTE: If a secnd crner is entered (a secnd crner being defined as a grup f squares with a new safe speed, even if that speed is the same as fr the previus crner) during the same rund f card play, an additinal cntrl test is required. Any Gd Crnering cards played at the beginning f that rund f card play DO apply t all crners entered in the current rund f card play. Cntrl Test Prcedure: 1. Subtract the speed f the card played frm the safe speed f the crner square. This will always result in a negative number. 2. Add the pilt mdifier t the result frm step 1 t btain a final die rll mdifier. 3. Rll the dice and add the final die rll mdifier t the result. 4. Any reflex cards may nw be played t increase the rll. The final result is btained frm the Cntrl Lss Table and is applied immediately. Cntrl Test Results: One f five different results may ccur frm a cntrl test: N effect N ill effect has been suffered by the sled. Its current mvement is finished nrmally. Lse 1 Step This represents a slight lss f cntrl. The cntrl marker is mved ne bx t the right n the status sheet and ne card is immediately discarded. If a sled des nt have enugh cards t discard, the number f cards wed t the discard pile are subtracted frm the fllwing turn s card draw. Additinally, if the cntrl test results in lst cntrl, all remaining cards in the hand are discarded and the sled begins spinning. Lse 2 Steps This represents a serius lss f cntrl. The cntrl marker is mved tw bxes t the right n the status sheet and tw cards are immediately discarded. If a sled des nt have enugh cards t discard, the number f cards wed t the discard pile are subtracted frm the fllwing turn s card draw. Additinally, if the cntrl test results in lst cntrl, all remaining cards in the hand are discarded and the sled begins spinning. 5 Lse Cntrl & Spin The sled is in deep truble. All cards remaining in the hand are immediately discarded, and the sled begins spinning. Lse Cntrl & Crash. The sled is beynd help. All cards remaining in the hand are immediately discarded, and the sled begins crashing. The prcedure is exactly the same as fr spinning; hwever, nce the sled cmpletes its crash, it is remved frm the track and is ut f the race. Spinning: Once a sled starts t spin, the fllwing prcedure is used. Immediately discard all cards. Place the cntrl status marker n the duble circle number n the Spin Track crrespnding t the speed f the mve r drift card played when cntrl was lst. Rll the dice fr any lane change that may ccur as a result f the spin. The result f the rll is based n the type f track (straight r crner) ccupied by the sled when the spin starts. This rll is nly made nce per rund f card play, unless a different type f track sectin is entered during the same rund. In that case, a subsequent rll fr a pssible lane change is made. Fur is added t this rll if the sled is in a crner square. The number f squares a sled spins during the first rund f spinning is equal t the number f squares f mvement remaining t the sled at the time it begins t spin. During each subsequent rund f card play, the cntrl marker will be mved ne circle t the right n the spin track, fllwing the path dented by the line attaching the tw circles. The numerical value shwn in the circle mved t will be the number f squares the sled mves thrugh in the current rund f card play. If a spin ccurs ver the curse f mre than ne turn, the player cntrlling the spinning sled draws cards as nrmal. The difference is that when the sled is due t mve, the cntrl status marker is mved ne circle t the right n the spin track, with the new circle shwing the mvement value t be used. Additinally, a card is discarded befre this mvement ccurs. The spin cntinues until the circle with the 0 is reached. The sled mves 0 squares fr that rund f card play, discards a card, and is then cnsidered t be finished spinning. The sled may mve nrmally in the next rund f card play, with the cntrl lss marker being placed back in the cmplete cntrl bx.

6 EXAMPLE: A sled is n a straight, ne square frm a crner with a safe speed f three, and plays a MOVE 4. The first square is mved thrugh with n penalty. The secnd square mved int is the first square f the crner; since the safe speed f tw has been exceeded, a cntrl lss test is required. The ensuing dice rll results in lst cntrl. All remaining cards in the hand are discarded, and the sled begins spinning. The cntrl marker is placed n the duble circle with the 4 in it n the cntrl lss speed track. Fr this particular rund f mvement, nly tw squares are actually spun thrugh. This is because tw f the fur mvement pints were expended befre the sled began spinning. The directin f the spin is rlled fr, with fur being added t the dice because the sled is in a crner. The sled then expends its third square f mvement in the directin dictated by the spin chart. Because it has nw entered a straight sectin f track, a new spin directin must be rlled fr. After the directin f the spin has been determined, the sled will be mved its final mvement pint in the directin indicated frm the spin table. NOTE: The nrmal lane change restrictins in crners are ignred during spinning. If any drift result is btained, the lane change des ccur, even thugh the lane change wuldn t nrmally cnstitute a legal mve. In ther wrds, mving less than a full square frward while changing lanes is valid. Racing Lines: In real-wrld terms, the racing line f a crner is defined simply as the mst efficient path thrugh a crner that a racing vehicle can take. A racing line may exist thrugh a given crner; this is dented by tw r mre cntinuus squares which are a nticeably lighter clr than the ther squares. Additinally, ne r mre f these racing line squares may be duble the length f a nrmal square. Tw sleds may ccupy these duble-length squares at the same time, ne behind the ther. There are tw benefits t traveling thrugh racing line squares: A sled ccupying a racing line square will always mve befre a sled next t it and at the same track psitin that is nt in a racing line square, regardless f which sled gt t that track psitin first. NOTE: Tw sleds ccupying a duble-length racing line square will bth mve befre a sled ccupying an adjacent square, r tw sleds ccupying bth adjacent squares. If a sled drifts while in a racing line, it may fllw that racing line even thugh this may result in tw (r mre) drifts during ne rund f card play. NOTE: If a sled must drift t get t the lane cntaining a racing line square, this drift cunts as the drift mve fr the drift card played, and the sled may nt make a secnd drift mve t mve alng the racing line. Unless a Gd Pilting card has been played which allws the sled t perfrm a secnd drift mve. Duble-length racing line squares are cnsidered ne square fr purpses f mvement. The first sled t finish its mve in a duble length square is simply mved t the frnt f the square. If a secnd sled finishes its mve in a duble length square already ccupied by a single sled, it is simply placed behind the first sled. In the abve diagram, number 2 has reached the track psitin shwn befre number 1 and therefre is entitled t mve first. Number 2 plays a DRIFT 3 card, and uses its drift mve t mve alng the racing line. Because it is fllwing the racing line, it can fllw the racing line up t the mvement allwance f the drift card, even thugh this means it wuld drift a secnd time. Number 1 is nt in an as advantageus a psitin as number 2. Because it must drift t a racing line square, it may nt subsequently mve alng the racing line. If number 1 plays a mve r drift 3, it can end up as shwn in final psitin #1. T end up behind number 2 as shwn in final psitin #2 it must play a drift 4, OR play a drift 3 AND a Gd Pilting card (which wuld allw a secnd drift mve). 6

7 COLLISIONS Cllisins ccur when ne sled mves, either vluntarily r invluntarily, int a square cntaining anther sled. A cllisin als ccurs when a spinning sled invluntarily changes lanes int a wall. Cllisin Prcedure: Sled-t-sled cllisins ccur when a sled has enugh mvement t reach an ccupied square. The clliding sled isn t physically placed int the ccupied square, but a cllisin has ccurred. The fllwing prcedure is used. Subtract the number f squares the mving sled mved prir t reaching the ccupied square frm the speed f the card played. Fr the case f a spinning sled, simply subtract the number f squares mved frm the speed shwn in the circle n the cntrl lss speed track. In either case, this gives the apprpriate strength clumn t use n the cllisin chart. NOTE: The strength f a cllisin is equal t the unused speed pints f the mving sled. Each sled then rlls the dice and cnsults the cllisin chart. The result will either shw a required cntrl test mdifier, r bth an amunt f damage suffered and a cntrl test mdifier. In the case where a spinning sled is invlved, a cntrl test is nt required unless the die rll mdifier is high enugh that the sled culd ptentially crash. In this case, the cntrl test is required, ignring any cntrl lss result ther than a crash. Fr each pint f damage suffered, the apprpriate number f armr pints are lst. If a sled still has armr remaining, the accmpanying cntrl lss test is nt required. If the amunt f damage taken exceeds the remaining number f armr pints, then the remaining armr is lst, and the leftver damage affects the sled itself. Fr each pint f damage, rll the dice: n an dd result, ne pint f thrust is lst; n an even result, ne pint f stability is lst. In either case, the status marker fr the sectin is mved ne bx t the left. The sled nw shws a decrease in perfrmance, either in thrust (the card draw), r stability (the card hld). If either thrust r stability is ever reduced belw the left-mst bx, then the sled has brken dwn and is immediately remved frm the race. There is a pssibility that bth sleds will mve after a cllisin. In additin t the damage suffered by either r bth sleds, fr every tw strength pints invlved in the cllisin, bth sleds slide ne square directly frward. In the case f a diagnal cllisin, the clliding sled ccupies the square the sled being cllided with vacates. The sled being cllided with will remain in its lane thrughut this residual mvement. It is pssible that this will cause anther cllisin. Sideswipe: A sideswipe is a special kind f cllisin, and ccurs as ne sled mves past anther. Because f difficulty f sideswiping, there are several restrictins n when a sideswipe can ccur. A sled attempting t sideswipe must play a drift card. The sideswipe is cnsidered the drift mve fr that rund f card play. As the mving sled draws even with the target, it may expend ne r mre mvement pints t cause a cllisin f strength equal t the amunt f mvement pints alltted t the sideswipe. After the apprpriate cllisin rlls are made, the mving sled may then finish its mvement, assuming it has any mvement pints remaining. NOTE: T sideswipe in a crner, the attacking sled must be even with, r partially in frnt f, the target sled. EXAMPLE: Sled 1 (the mving sled) finds itself with ne square between it and sled 2. Sled 1decides t be bnxiusly annying and g after tw sleds with in ne card play. It plays a drift 4 alng with a Gd Pilting card. The first tw mvement pints are spent mving thrugh number 2 as shwn. Because number 1 has played a drift card, it may chse t sideswipe. Therefre it uses its third mvement pint t sideswipe number 3, which will cause a strength 1 cllisin t bth sleds. It then uses its last mvement pint t rear end number 5, which will again cause a strength 1 cllisin t bth sleds. Wall Cllisin Prcedure: Gravsled tracks are assumed t have an invisible frce field which runs the cmplete length n bth the inside and utside edges f the track. This frce field acts a retaining wall, and keeps any ut f cntrl sleds frm careening wildly ff the track. N additinal damage ccurs t a sled that spins int the wall. Hwever, the fllwing prcedure is perfrmed t determine the path f the spinning sled. Instead f mving diagnally ff the track, the sled is mved ne square frward alng the wall. Prviding the sled has any mvement remaining, the Offthe-Wall Chart is cnsulted t determine the path f the sled. The dice are rlled, which will determine whether the sled cntinues spinning in the same lane (alng the wall), bunces in ne lane, r bunces in tw lanes (mvement permitting). If the result is the same lane, merely finish mving the sled the apprpriate number f squares. If the result is in ne lane, mve the sled ne lane away frm the wall int the next frward space. The sled then finishes its mvement in the new lane. If the result is in tw lanes, mve the sled away frm the wall tw lanes if pssible and finish the mve. In a lt f cases, hwever, this will result in anther wall cllisin, as fr the mst part the tracks are nly tw lanes wide. 7

8 NOTE: These lane changes d nt have t be legal mves. In sme crners, the lane changes will result in the sled mving frward the equivalent f less than ne square f mvement. ±X Test: This indicates that a cntrl lss test must be taken, with X added t r subtracted frm the die rll. Y Damage, ±X Test: This indicates that Y number f damage pints have been sustained by the pwersled, and that a cntrl lss test must als be taken, with X added t r subtracted frm the die rll. NOTE: The cntrl lss test is taken nly if the amunt f damage exceeds the remaining number f armr bxes. REGAINING CONTROL A pwersled may lse cntrl in tw ways; either mving t quickly thrugh a crner, r frm taking damage. At the end f each turn, any sled nt currently in cmplete cntrl (but nt spinning) may attempt t regain sme cntrl. Regain Cntrl Prcedure: 1. Rll the dice, and add the pilt mdifier t the result. 2. Any reflex cards may nw be played t increase the rll. The final result, btained frm the Regain Cntrl Table, is applied immediately. EXAMPLE: A sled begins its mve ne square away frm a crner with a psted safe speed f 2. The sled is dwn ne step f cntrl, but as it is drpping further behind the leaders the pilt (+2) deems it necessary t start taking a few chances. The pilt therefre decides t play a MOVE 4 card. The sled expends its first mvement pint by mving int the first square f the crner, at which pint a cntrl test must be taken. The mdifier added t the dice rll is 0 (-2 fr speed, and +2 fr the pilt). The dice rll cmes up a 4, resulting in a lss f tw steps f cntrl. As the sled is already dwn ne step, this tw step lss results in lst cntrl. All remaining cards are discarded, and the spin directin is determined. As the sled is in a crner square, the dice are rlled, with +4 added t the rll. The resulting dice rll is a 13, which indicates the sled spins tw lanes tward the utside f the track (if pssible) with its next tw mvement pints. The sled can mve ut ne lane, but the secnd lane change will result in cntact with the wall. Instead f mving ut a secnd lane, the sled is mved frward ne square. The sled has nw mved three f its riginal fur squares f alltted mvement. As it has ne square f mvement left, the Off-the-Wall Table is cnsulted, and the dice are rlled. The resulting rll f 9 indicates that the sled will bunce in ne lane, ending its mve as shwn. The cntrl status marker is placed n the duble ball 4 n the cntrl lss spin track, which will dictate the amunt f mvement the sled has fr the next three card plays. WINNING THE GAME The game cntinues, cycling thrugh the turn sequence as utlined earlier, until the first sled crsses the finish line after cmpleting the agreed-upn number f laps. If tw r mre players finish the race during the same rund f card play, the winner is the sled that has mved the farthest past the finish line; if tw r mre sleds are still tied, the winner is the sled that arrived at that track psitin first. In the abve diagram, sleds 1, 2, and 3 have all crssed the finish line during the same rund f card play. Sled 1 is behind the ther tw, and therefre has cme in third. Sleds 2 and 3 are even with each ther, s the victry ges t sled 2, which mved just befre sled 3 and therefre arrived at that track psitin first. In the fllwing card play, number 5 will mve, fllwed by number 4. Cllisin Results: Part f the Cllisin Table is reprduced abve. Interpreting the results frm the cllisin table isn t as daunting a task as it seems. What fllws is a list f the pssible results, and what thse results mean. 8

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