Rush n' Crush
Rush n' Crush Rulebook
Table of Contents
Table of Contents
Goal of the Game
Be the first to cross the finish line…only first place can win!
Game Contents
The game box contains:
- 10 double-sided tiles representing sections of the racetrack;
- 6 racecars;
- 6 "dashboard" cards;
- 6 "driver" cards;
- 6 "gear shift lever" pawns;
- 60 transparent "counter" tokens;
- 12 red "mine" tokens;
- 1 "line" (start and finish) token;
- 5 white dice;
- 3 red dice.
Setting Up the Game
Create a Racetrack
Before the game can begin, the players must create a racetrack. Choose a few sections of racetrack and lay them out end to end to assemble the racetrack. The racetrack does not need to be closed. The Start and Finish lines should be collectively decided upon. Here are some recommendations:
- An ideal format consists of eight to ten tiles. Alternately, it is possible to use four to five tiles connected in a "loop" and perform several laps.
- An open racetrack of ten tiles requires a very large playing surface.
- A closed racetrack consisting of five tiles is played by taking two laps on the racetrack.
- A closed racetrack of six to eight tiles with Start and Finish lines at two separate locations will allow the game to be played in a shorter amount of time - in ~45 minutes rather than one hours.
Note: Many combinations are possible; do not hesitate to create new racetracks using the various tiles!
Choosing a Team, Its Driver and Its Car
Rush N'Crush races cause the crowd's hearts to race and even provokes war between the different sponsors. There are many heavily armored racecars that traverse the high speed tracks. However, the drivers play a more important role than the racecars themselves. These speedsters would probably have been able to become great men and women if they had not instead chosen to risk their lives on such deadly racetracks. The exhilaration of speed, the clamor of the crowd, wealth, and fame have molded fascinating beings whose fate is to die behind the wheel of their car…much to the delight of their fans!
Here is the description of the teams, their drivers, and the racecars available to them.
- There are six racecar models which have been approved for Rush N'Crush racetracks by the governing body. Each team features two of the six possible racecars.
- There are currently six drivers on the professional circuit. They are all linked to a specific team. When choosing a driver, you are also choosing the team for which he races and the racecar equipment he prefers. These equipment are dependent on the driver's style and state of mind. For some drivers, their racecar equipment have become their racing signature.
- However, all drivers have two equipment in common: a Rocket Booster and a Fire Extinguisher. Why? Because having four weapons is useless if the car can't stay on the road.
The Teams and Drivers
The sinister Zombie Team is privately sponsored by ONI. It chooses its drivers from a vast array of outlaws, outcasts, and even prisoners: the Zombie Team actually guarantees ONI legal and political immunity. In exchange, the team's leaders (who prefer to remain anonymous) demand 85% of the purse from each victory and also total exploitation of their protected image rights.
Tombstone – "I think I will add your helmet to my collection. Failing this, your skull will do."
Tombstone is the oldest driver in the Rush N'Crush circuit. He holds the macabre record for the most murders in a single race. A former senior officer of ONI, he only accelerates after sending his opponents to a fiery hell, all the while sowing death across the track. Tombstone is considered, and rightly so, as the grim reaper champion of Rush N'Crush.
Preferred equipment: Side bumper, Machine gun.
Totentanz – "All those who find themselves in my path shall be sent flying."
Totentanz, a muscular man and extremely violent anarchist, rarely speaks instead choosing to let his actions on the racetrack speak for him. Outside of the track, he is a dangerous political activist and a lawless mercenary. However, his true nature is revealed when the race's start is signaled: he transforms into a ferocious, ruthless creature of war. He is not to be used by the faint of heart!
Preferred equipment: Lateral circular saw, Flamer.
Demonstrate the superiority of the collectivist equipment, and the victorious mentality of the comrades of the Red Blok is an equal way of upholding the ideals of the revolution. Such is the goal of the Red Blok Kosmos Team. In any case, drivers opposing the revolutionary team are left with an insurmountable disadvantage: everyone knows that red cars go faster!
Komet – "I'd rather die than slow down!"
Komet is an insane driver who only feels alive when his car's speedometer is stuck at its maximum. In his eyes, it is better to finish as a track decoration than to finish in second. He takes no heed of the mobile chicanes that roam the track with him.
Preferred equipment: Machine gun, Lateral Circular saw.
Miss Meteor – "Just try to keep up with me!"
This superb fiery red-haired driver ignites her fans on the track with her talented steering and the powerful roar of her flamer. Using her flamer, the temperature always rises one notch, and to succeed in passing her only yields a very hot situation. Nothing can stop this true "meteor" at any speed…a meteor that leaves a trail of flames in her wake!
Preferred equipment: Side bumper, Flamer.
U.N.A. companies design the best car equipment in the entire automotive universe. It was inevitable that they display it even under the most demanding conditions. There is nothing worse for a racecar than a Rush N'Crush racetrack. Few drivers dare venture there, let alone survive it. The drivers of the U.N.A. Dream Team do both and they are well equipped to end each race victorious…because they are literally driving the best cars in the universe.
Wonder Brat – "I'm too beautiful for you, loser!"
Wonder Brat is a capricious, ruthless, very popular and incredibly sexy racer. Her sponsors pay top dollar because they know very well that with her an audience is guaranteed! Wonder Brat is not just a doll: above all she is a veteran driver who is rumored to love only the smell of fresh money and hot asphalt.
Preferred equipment: Side bumper, Lateral Circular saw.
X-Caliber – "I am not an extremist and I will kill all those who say the opposite!"
X-Caliber only lives for one purpose: to achieve perfection. He believes such a lofty goal can only be obtained on the Rush N'Crush racetrack. For him, a race is like a hunting party during which the weak must perish. His victory is thus both natural and inevitable.
Preferred equipment: Machine gun, Flamer.
The Racecars of Rush N'Crush
Some racecar models are classed as "Racers" (letter "R" before the number) and others are classed as "Bombers" that lay mines (letter "B" before the number). Each of the three teams has one of each model.
R-13 Thunderbolt — Wonder Brat's preferred Racer, the Thunderbolt was designed for those who have only one objective: to pass the finish line as quickly as possible by demolishing rivals caught in the way. It is outfitted with an imposing Combat bumper granting it impressive ramming power. The Thunderbolt's On-board computer optimizes the car's lines during turns and between obstacles. The Thunderbolt has the striking power and speed of lightning!
Standard equipment: Combat bumper, On-board computer.
B-52 Rolling Fortress — The favorite racecar of X-Caliber, the Rolling Fortress has Armor Plating granting it exceptional durability. Its integrated Minelayer enables him to leave small explosive surprises in his wake. Thus, the Rolling Fortress is a racing titan full of resources!
Standard equipment: Armor shielding, Minelayer.
R-24 Meteor — Miss Meteor's preferred racecar, the Meteor is a ramming racecar, heavily armored and equipped with a kolossium Combat bumper. Miss Meteor conceived this racecar herself and designed it with the assistance of former Red Blok army officers. The Meteor is a ramming champion: ramming speed!
Standard equipment: Armor plating, Combat bumper.
B-41 Pulsar — Komet's favorite racecar, the Pulsar is equipped with an On-board computer allowing the driver to continually run at optimal speed. However, it also lays mines on the track making it extremely dangerous to tail. The Pulsar is the cause of numerous explosions of which the public is very fond. The thundering laughter of Komet often resounds across the track!
Standard equipment: On-board computer, Minelayer.
B-35 Doomsday Machine — Tombstone's favored racecar, the Doomsday Machine is a vicious predator. It imposes its domination on the racetrack by terrorizing unsuspecting drivers. Its monumental Combat bumper slams racecars out of the way all the while leaving mines on the track to wreak havoc in its wake. The Doomsday Machine delivers all other racecars to their judgment day!
Standard equipment: Combat bumper, Minelayer.
R-67 Howling Zombie — The Howling Zombie is Totentanz's preferred racecar. It has thick Armor Plating allowing its driver to concentrate more effectively on the race while protecting him from external aggression. The On-board computer superbly facilitates the driver. For opposing racecars, the only outcome presented by the Howling Zombie is to be reduced to spare parts!
Standard equipment: Armor plating, On-board computer.
Choosing a Team
Each player chooses one of the three teams presented (U.N.A. Dream Team, Red Blok Kosmos Team, or ONI Zombie Team).
Choosing a Driver
Next, each player chooses a driver card from the team he chose. He places an "activation" pawn on each of the "Deactivated Equipment" icons as indicated below.
The effects of the various equipment are explained at the end of this booklet.
Driver card. Here you will find the four equipments the driver always installs on his vehicle.
Dashboard Setup
Next, each player selects one of the two racecars available to his team. Then, he positions his "driver" card at the location designated for him. He then places a "gear shift lever" pawn and five "gear" tokens on the dashboard as indicated on the diagram below.
The Structure points of your racecar. Collisions and attacks can reduce these points. If the counter reaches the explosion symbol your racecar is turned into a wreck. The race is over for you!
The Thermometer displays the current racecar heat. If this counter reaches the explosion symbol your racecar is turned into a wreck. The race is over for you!
The available Steering points for your racecar. They help you maneuver your racecar (see "Steering" below). There are no consequences when they are exhausted.
The available Braking points for your racecar. They help you slow down (see "Brakes"). There are no consequences when they are exhausted.
The available Turbo points for your racecar. They increase your racecar's acceleration tenfold, but also increase your racecar's heat (see "Turbo points" and "overheat test"). There are no consequences when they are exhausted.
The On-board computer displays information of critical importance to the driver in this location.
- The value indicates the distance (in boxes) travelled at this speed;
- The line on the right indicates the number of white dice rolled on the steering test (white: the player keeps the highest result. Black: the player keeps the lowest result);
- The color of the background indicates on the left the number of red dice rolled on the temperature test (yellow: 1 die. Orange: 2 dice. Red: 3 dice).
Game Setup
The starting order of the race is determined randomly (e.g., rolling a die). Alternatively, you can place all of the players' racecars in the game box (or another container) and randomly draw them. The player who has been appointed to go first should place his racecar on the box immediately behind the starting line. Then, the next player does the same, and so on. When all of the racecars have been arranged behind the starting line, the race begins.
Turn order
Players take turns in the order of placement of their racecar on the racetrack. Thus, each round, the first player is the one controlling the racecar that is currently in the lead. When two or more players are at equal positions, they take turns based on the chronological order of their arrival at this position. This also applies to the first round: in the event of equal positioning, the player who plays first is the one who placed his racecar first.
Example: The red racecar takes the first turn. Then, the yellow racecar takes the second, green the third, and finally blue.
Actions related to the dashboard
During his turn, a player can do one of the following four actions:
- Accelerate;
- Decelerate;
- Maintain speed;
- Change gears.
Accelerate: Move the gear shift lever pawn on the dashboard to the next location up and/or to the right of its current position, while following the solid lines.
Decelerate: Move the gear shift lever pawn on the dashboard to the next location down and/or to the left of its current position, while following the solid lines. No driver in Rush N'Crush would ever stop unless his racecar was wrecked. Thus, you cannot decelerate to Speed "0".
Maintain Speed: As its name suggests! (no change)
Change gear: Move the gear shift lever pawn horizontally on the dashboard as many positions as you like, in the direction you want, while following the dashed horizontal line.
A player can then choose to spend points on brakes or rocket booster, as indicated below.
Brakes
To slow down, a player may choose to apply his brakes. He may use any number of his Brake points during a single turn. Each Brake point used allows the brakes to decelerate the racecar (move the gear shift lever pawn) one position down and/or to the left along a continuous (non-dashed) line.
Turbo Points
To accelerate, a player can choose to use his Turbo points. The player can use a maximum of three Turbo points during the same turn. Each Turbo point used in this manner can be used to accelerate the racecar (move the gear shift lever pawn) one position up and/or to the right along a continuous (non-dashed) line. Caution! Each Turbo point used increases the threshold of the Temperature test by one point (see Temperature below).
Example: A player is in second place and begins his turn by moving his racecar at a rate of six boxes/turn. He would like to obtain a speed of 12 boxes/turn. To do this, he moves his token one position up the Acceleration line. He then uses two Turbo points which enable his racecar to Accelerate by two additional positions. Therefore, he moves his token up two additional positions and places his gear shift lever counter on position 12. However, the threshold for the Temperature test that will ensue must be resolved two points higher because of the two Turbo points used.
Temperature
The background color on the speedometer indicates the number of dice rolled on the temperature test (yellow: 1 die. Orange: 2 dice. Red: 3 dice). These dice simulate the intensity of the engine at its current speed and the risk of overheating it.
At the end of a dice roll, the player compares the result of the Temperature (red) dice to a known Temperature threshold. By default, the Temperature threshold is '3'. For every Turbo point used during the turn, the player adds an additional point to the Temperature threshold. Each die result that is lower than the Temperature threshold increases the thermometer counter position on the dashboard. When this counter reaches the "Explosion" position, the engine explodes! The racecar is transformed into a wreck (see "Front and rear collision").
Example: A player performs a Temperature test while the gear shift lever pawn is located within the orange zone. Therefore, he rolls two red dice in addition to his white (Steering) dice. He obtains a 2 and 3 on the red dice. The thermometer counter position is increased by one because of the resulting 2, simulating the engine heating up. The thermometer counter position would have increased by two points instead of one had he used a Turbo point on the same turn because the red dice results 2 and 3 would both be less than a Temperature threshold of '4' (3 default + 1 for Turbo point used).
Steering
The Steering difficulty is related to the speed at which the racecar is moving.
Speed less than or equal to 5 boxes/turn — The racecar can perform a lane change during his turn as many times as the player wishes.
Speed greater than or equal to 6 boxes/turn — The player carries out a Steering test to determine the number of lane changes available to him for his current turn. He rolls a number of white dice equal to the value indicated on the right side of the dashboard, on the line of its current speed.
- If speed is less than or equal to 10 boxes/turn, the player keeps the highest result from all the white dice rolled.
- If speed is greater than or equal to 11 boxes/turn, the player keeps the lowest result from all the white dice rolled.
The result obtained on the dice (between 1 and 6) is the number of lane changes (see diagram) that the racecar may make during its movement for the current turn.
Note: If the red racecar moves into location '1' or '3', the movement is considered a lane change. However, if it advances to position '2' the movement is not considered a lane change.
The phase of game play related to the dashboard is now complete. The player should have performed his turn (three steps) in the following order:
- Move the gear shift lever
- Use Brake points or Turbo points
- Perform Temperature and Steering tests
Now, it is time to see what all of this equates to on the racetrack!
The Dice (White and Red)
Speed and control are determining factors for the performance of racecars in Rush N'Crush:
- The white dice are Steering dice. The number of white dice to be rolled depends on the speed of the racecar. The result obtained on these dice determines the number of times the racecar may change lanes during movement.
- The red dice are Temperature dice. The number of red dice to be rolled depends on the racecar's engine. The result obtained on these dice determines the increase in engine temperature and, if appropriate, the racecar's explosion.
Players roll white dice and red dice at the same time.
Moving the Racecar on the Racetrack
The player moves his racecar as many boxes as indicated by the gear shift lever pawn's current position. This value ranges from four to 18 boxes. He must move forward this many boxes and is not allowed to make a U-turn. Control of the racecar's line is performed during a Steering test (using the lane change rules).
If the number of lane changes is insufficient to achieve his goal, the player has two additional possibilities available to him:
- Spend Steering points. Each point spent allows an additional lane change during the current turn.
- Attempt to pass a racecar by performing a "Forced Lane Change" (see below).
A player's racecar that cannot perform a lane change, or the player will not spend the required Steering points to do so, continues in a straight line. Such an action may result in a collision with an obstacle or another racecar.
Note: It is recommended that you count the number of lane changes using the hand which does not move the racecar. Two calculations should be simultaneously taken into account: one for moving the racecar from one box to another and one for changing lanes.
Collisions
A racecar which runs into a barrier or attempts to ram another racecar is subjected to a Collision test. This test varies depending on the orientation of the collision: hit in the rear, hit in the front, etc. The Collision test associated with the collision determines which racecars lose Structure points and how many of such points are lost.
In all cases, a racecar whose Structure point counter position indicates "Explosion" is destroyed:
- It ends its movement on the square it occupied at the time of its destruction;
- The racecar's card is flipped over;
- It is now considered a wreck (see below, "Front and Rear Collision").
Side Collisions and Ramming
Side collisions occur when one racecar tries to ram another. Trying to ram a racecar from the side does not consume a lane change. However, two conditions must be met to ram a racecar on its side:
- The racecar must move at least one box before the collision can occur. It is possible to ram the same racecar again if the previous ramming succeeds;
- The racecar must be in one of the two positions (as shown below) to ram another racecar.
In both cases, A may try to ram B towards box '1'.
If ramming a racecar on its side is possible, the attacker rolls a die. The ram is successful on a roll of 4 or higher.
In the event of a successful side ramming, there are two possible outcomes:
The box toward which the defender is rammed is empty:
- The defender's racecar is moved to this box.
- The attacker continues its move. If the attacker changed lanes and took the former place of the defender, the attacker can attempt to ram the defender again provided it has another lane change available to it.
The box toward which the defender is rammed is blocked by an obstacle (a third racecar, fence, wall, etc.):
- The defender's racecar is not moved to this box.
- The attacker continues its movement forward. The attacker cannot attempt to ram the defender again.
Table of resolution for racecar side ramming
| Result of the die (modify by bumper accordingly) | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Destination box is empty | Attacker | Attacker | — | — | Defender | Defender |
| Destination box contains an obstacle or third racecar | Attacker | Attacker | — | Defender | Defender | Defender + Third racecar |
Note: The "Side bumper" equipment gives a bonus of 1 point to the die result when a racecar equipped with such a bumper rams another racecar.
Then, depending on the type of ramming that occurred, whether it was successful or not, refer to the appropriate line on the table of resolution for racecar side ramming to determine if the racecars involved lose a Structure point due to the side collision.
The names contained in the table of resolution for racecar ramming indicate which racecar loses a Structure point.
A side collision ramming can only involve three racecars. A - The Attacker, B - The Defender, C - Third Racecar.
Front and Rear Collisions
During its movement, a racecar may, intentionally or unintentionally, collide with a racecar in front of it. In order to do this, the racecar that is currently moving must have at least one more box of movement left; otherwise the collision cannot occur (it cannot perform a ram). The moving racecar is considered the attacking racecar and its movement ends immediately. The racecar being rammed is the defending racecar. The player who is controlling the attacking racecar rolls as many dice as he has boxes left to move (hence the requirement to have at least one more box to move as noted above):
- Each die result of 1 or 2 indicates both the attacking and defending racecars lose a Structure point.
- Each die result of 3 indicates only the defending racecar loses a Structure point.
Note: The Combat bumper has the ability to modify the results of front and rear collisions. See the full description of Combat bumper in the Equipment section.
The "Rush N'Crush"
The "Rush N'Crush" technique, accelerating to breakneck speed and ramming another racecar, consists of deliberately colliding with another racecar's rear end. It is highly effective at turning opponents into smoldering heaps, but it is also extremely dangerous for the racecar carrying out the maneuver.
Example: Racecar A and Racecar B are neck and neck at 14 boxes/turn in the fifth round. Racecar A moves first, its owner advancing it carefully and preparing to decrease its speed to 12 boxes/turn on its next turn. Racecar B decides to attempt a Rush N'Crush: it accelerates to 16 boxes/turn and then moves, but instead of passing Racecar A, Racecar B's driver decides to ram Racecar A from behind by using the remaining four movement points. Racecar B rolls four dice, one for each remaining movement point. It is highly unlikely that both racecars will emerge from this collision without losing Structure points!
Example: Racecar A collides with racecar B's rear end. Racecar A has a movement value of 12 boxes/turn. At the time of the collision with Racecar B, Racecar A has traveled nine of its 12 boxes. Since Racecar A still has three boxes left to use for movement, the player controlling Racecar A rolls three dice (one for each box of movement left to go). The dice results are 2, 3, and 6. Racecar A loses one Structure point due to the die result 2. Racecar B loses two Structure points due to the dice results 2 and 3.
Wrecks
The player whose racecar passes onto a box occupied by a wreck rolls a die. His racecar only loses a Structure point if the result of the die roll is a 1, 2, or 3. The "front and rear collision" and "side collision" rules do not apply when resolving racecar collisions with wrecks.
Collision with an Immovable Obstacle
The loss of Structure points resulting from a collision with an immovable obstacle (concrete block, wall, etc.) is dependent upon the racecar's speed at the time of the collision.
- A racecar traveling at a speed of four or five boxes/turn loses one Structure point during a head-on collision with an immovable obstacle.
- A racecar traveling at a speed of 18 boxes/turn loses six Structure points during a collision with an immovable obstacle.
- At a speed between six to 16 boxes/turn, reference the following table. This table indicates the number of dice that are rolled to determine the number of Structure points lost in the collision.
- If the racecar's speed is between 6 and 10 boxes/turn, only count the lowest die result from all of the dice rolls.
- If the racecar's speed is between 11 and 16 boxes/turn, only count the highest die result from all of the dice rolls.
Note: This table uses the same number of dice as when determining lane changes. The die result that should be accepted, whether it is the lowest or highest, is simply reversed.
The result obtained on the dice (between 1 and 6) is the number of Structure points lost in the collision.
- If the racecar is destroyed following the loss of Structure points, its model is immediately returned to the box it occupied at the time of the collision. From now on, it is considered a wreck.
- If the racecar is not destroyed, it makes a "forced lane change" (rules detailed below).
Table of Collision with an Immovable Obstacle
| Speed (boxes/turn) | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 16 |
|---|---|---|---|---|---|---|---|---|---|
| Use lowest / highest die result | Use lowest | Use lowest | Use lowest | Use lowest | Use lowest | Use highest | Use highest | Use highest | Use highest |
| Number of Dice | 5 | 4 | 3 | 2 | 1 | 2 | 3 | 4 | 5 |
Example: Racecar A is moving at 12 boxes/turn when it strikes an immovable obstacle. The player controlling racecar A rolls three dice of which the results are 1, 2, and 4. At the current speed, the highest die result is used. Racecar A loses four Structure points due to the die result 4. If it is still in the race (e.g., hasn't wrecked), this collision results in a forced lane change, as indicated below.
Forced Lane Change
A racecar that was not destroyed during a front end collision with an immovable obstacle must make a forced lane change. This lane change occurs as if the player had just spent a Steering point to move the racecar. The player is free to choose a box of his liking. He then continues moving his racecar normally. Of course, this may involve a second collision!
Note: A player may voluntarily perform one or more forced lane changes with his racecar to change lanes. Thus, he does not expend any lane changes, but such savings comes at the expense of his racecar's Structure points.
A racecar may be forced to change lanes to a box occupied by another racecar. If it is possible to ram the other racecar from the rear, the ram must be resolved. If such a ramming is impossible or if it fails, the two racecars must resolve a side collision. The active player rolls as many dice as he had movement points (boxes) left to go. The two racecars involved in the side collision both lose a Structure point for each die result of 1 or 2. Once the side collision is resolved, the active racecar's movement ends immediately.
Victory
The winner of this race is the player with the first racecar to cross the finish line. There can only be one winner. Rush N'Crush does not place honor on any driver outside of the winner. Drivers must do absolutely everything in their power to try and cross the finish line first!
Description and Use of Equipment
Each player has six Equipment available to them during the race; two "permanent equipment" and four "activated equipment" (see below).
Permanent Equipment
There is four permanent equipment: Armor Shielding, an On-board computer, Combat bumpers, and a Minelayer. Each of these equipment is integrated into the dashboard of the racecar.
Armor Shielding
The Armor Shielding grants two additional Structure points to a racecar. Any racecar that has a dashboard showing eight Structure points already has this equipment installed.
On-board computer
The On-board computer grants two additional Steering points to a racecar. Any racecar that has a dashboard showing eight Steering points already has this equipment installed.
Combat bumper
The Combat bumper alters the rules for a front and rear collision between two racecars. The player whose racecar collides with an opponent's racecar rolls as many dice as he had movement points (boxes) left to move:
- Each die result of 1 or 2 indicates both the attacking and defending racecars lose a Structure point.
- Each die result of 3 or 4 indicates only the defending racecar loses a Structure point.
The Minelayer
At the beginning of the game, the players whose racecar is equipped with a minelayer each take four "mine" tokens which they stack onto the "Minelayer" icon on their dashboard. These four tokens represent their stock of mines for the whole game.
You may use the Mines at any time during you racecar's movement, limited to once per round and to four mines per game. Lay the "Mine" token on the box your racecar has just left. Roll one die if a vehicle, including yours, travels over the box with the mine.
- 1, 2 or 3: The mine goes off. The racecar loses 1 Structure point and the "Mine" token is removed from the game.
- 4, 5 or 6: Nothing happens. The "Mine" token stays where is it. The next racecars to travel over the mine will also have to make the test, and so on until the mine goes off.
Activated Equipment
There is six activated equipment: the Rocket booster, the Side bumper, the Flamer, the Fire Extinguisher, the Machine gun, and the Lateral Circular saw. Every driver has four of the six total equipment available to them.
An activated equipment must be activated before it can be used. When the race starts, all activated equipment are disabled.
- Activating a equipment consists of moving the Activation pawn from the "Off" position to the "On" position for the respective equipment. The equipment is now considered activated and is ready for use.
- To use the equipment, simply move the pawn from the "On" position to the "Off" position. The equipment performs its specified effect and is then considered inactive. It must be activated again in order to be used again.
Equipment activation. Unless otherwise specified, activated equipment can be activated at any time during the game. During his turn, a player can only move a maximum of two Activation pawns and can never activate the same equipment twice in a single turn.
The Rocket Booster
The racecar is equipped with a Rocket booster that allows it to move one additional box. This movement can potentially cause the racecar to overheat.
When using this equipment, the racecar can move one, two, or three additional boxes at the end of its normal movement. Lane changes are not allowed during this additional movement.
Take a red die for each additional movement point expended (each box moved through) when using the Rocket Booster: each result of 1 or 2 increases the temperature (thermometer counter position) by one.
The Side Bumper
This equipment facilitates lateral ramming. A racecar equipped with the Side bumper (when the equipment is activated) adds 1 to the die roll value when determining whether a side collision ramming is successful.
The Flamer
This equipment can be used against a racecar within 1-3 boxes directly behind your racecar.
- A racecar located one box away must undertake a Temperature test using three red dice.
- A racecar located two boxes away must undertake a Temperature test using two red dice.
- A racecar located three boxes away must undertake a Temperature test using a red die.
Every result of 1 or 2 increases the temperature (thermometer counter position) of the racecar's engine by one.
The Fire Extinguisher
When using this equipment, the temperature (thermometer counter position) of your racecar's engine is reduced by one.
Machine gun
You can use this equipment against an opposing racecar within one, two, or three boxes directly in front of your racecar. The distance between the two racecars indicates the number of dice to roll. Every result of 1 or 2 causes the opposing racecar to lose one Structure point.
- One box: three dice
- Two boxes: two dice
- Three boxes: one die
The Lateral Circular Saw
Use this equipment when you try to ram an opposing racecar. To resolve the side collision ramming action, roll a red die in addition to the normal white die.
The result of the white die is used as usual, including the typical consequences for a side collision.
The result of the red die indicates if you can inflict an additional Structure point to the opposing racecar:
- Result of 1, 2 or 3: Nothing happens.
- Result of 4, 5 or 6: The opposing racecar loses an additional Structure point, even if the side collision is a failure.