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Posted 20 hours ago

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495£44.99Clearance
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About this deal

Once a player selects their racer (all 10 are here), they take the miniature and character dashboard, plus the four character-specific special ability cards and place them in the corresponding slots on their dashboard. The next player places Rufus's car in the next available slot, and the last player follows up with their car as well (Ant Hill Mob). The remaining Neutral Racers are randomly placed in the remaining slots, leaving the Starting Board full of Racers who are ready to begin!

Example: With 2 Forest and 1 Desert cards in hand, Rufus decides to exhaust his Special Power card Sawtooth to swap a Forest tile with the tile in front of his current tile (a Prairie). Example: Professor Pat Pending begins his turn on a Forest Terrain tile. For his first Movement card, he plays a Desert, and since the first card does not have to match the Terrain tile, he moves ahead to the open space on the next tile, which is a Prairie. Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn. The Racer that triggers this Trap switches places with the closest Racer behind them, up to 3 tiles away.

Racers' Special Powers

The 3rd card is finally revealed and it's a Desert, which also moves no one. Now, the Starting Player can begin a new round. Example: Professor just moved onto the Desert tile containing Dastardly's Trap card. He flips over the card: a Painted Tunnel! Normally, he would apply the Trap card's effect, but his Special Power: Drill-a-Way is ready to be used! Take the Special tiles for the Swamp, Crossroads, Railroad Crossing, and the A.C.M.E. Laboratory and choose 1 at random. Add the chosen Special tile to all 8 of the other Second Half tiles and shuffle facedown together. Having a bit of lighter fun with people at the local club playing Forgotten Waters. The only disappointment is that because there's around 20 people playing different games in a pub's function room...

Apart from at the full player count of 6 there will be neutral racers – though they are not only there to cause congestion, they are there to ramp up the chaos. Unlike most dummy players the rules are extremely simple, as to not drag out a long amount of time between the people around the table actually having a turn. The neutrals are needed so that tiles get full at the beginning of races – though rarely do they seem to get close to even a podium position.On your mention of Skat that is similar to the game 500 (pretty common in New Zealand and Australia and the Northern US and Canada from what I hear - well, at least in the 70s & 80s) where there are... Among the many races that live close to the Talon Coast, none can match the spiritual strength, resilience, and stubbornness of a dwarf. Out of all his brothers, Skeld became a legend thanks to his savage spirit, always ready to face the hardest battles, headless of the dangers. Skeld can be played as either a Slayer or a Berserker.

If a player has an unexhausted Special Power card for that specific type of Trap, the Special Power card must be flipped facedown and the Trap card is discarded without further consequences. If there are 2 Racers tied for last place, the player whose Racer landed on the Railroad Crossing can choose which Racer moves first. When a player is done moving and potentially resolving any Special Powers or Traps, their turn is over. They draw as many Movement cards as they need to replenish their hand up to 3 cards - note, however, that there's no limit of number of cards a player can hold. These Neutral Racers won't use their Racer Dashboard or Special Power cards. Those can be returned to the game box, along with the remaining 4 unchosen Racers, their Racer Dashboards, and Special Power cards. The individual special abilities of each racer sets them apart from each other. They can be used at any point on a player’s turn to give them an advantage or boost. This can vary from simply moving a number of spaces ahead, to switching positions with a nearby racer, to swapping terrain tiles around and stealing cards from other players. Some attempt has been made to make the abilities fit the character of the racers, although sometimes this fits really well and other times it’s a bit of a stretch thematically.

After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. Each car has abilities which can negate the effect of some traps, and this was only briefly touched upon in the interview. Out of curiosity I would love to see what Peter Perfect’s abilities are, as apart from having a car that can stretch itself into weird shapes to do things, such as walking along a crocodile pit. The only other thing I can remember, is his car randomly exploding through over tuning. Also, the question of why he didn’t just keep moving forward and win every race instead of getting miles ahead then setting a trap is one of life’s great mysteries 🙂 Setup & Rulebook

The Starting Player receives the Neutral Racers Activation Card, placing it faceup in front of their Racer Dashboard. Gas Station: When the Racer in last place moves onto this tile, all players unexhaust 1 of their facedown Special Power cards. If a player's Racer cannot cancel a Trap, it suffers the consequences fully and the player's turn ends. The player may still draw Movement cards to refill their hand as normal. After resolving the Trap card, or if it is canceled, the Trap card is always discarded afterward.Shellhead, thank you for mentioning EEAaO. Watched it last night and it was an enjoyable and unexpected experience. Girlfriend and I talked about it quite a bit afterwards.

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