Thunder Alley (Turn 2-09: pirate mollie)

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Thunder Alley (Turn 2-09: pirate mollie)

Post Post #0 (ISO) » Thu Feb 11, 2016 11:05 pm

Post by JDGA »

Image

Full Rulebook

So this is more or less a NASCAR-themed tactical game. Expect the thrill of overtaking and moving ahead in the pack as you lap the speedway, while hoping to avoid being caught out by an inopportune caution! I'm going to summarise the rules as best I can here, but the full rulebook is linked above and may prove more useful.

Spoiler: Rules
So in this game, you are given a team of cars (between 3 and 6, depending on how many players we get). On your turn, you will have a hand of cards, one more than you have cars (ie if you have a team of 4 cars, you will have 5 cards in your hand each turn). Over the course of your turn, you will activate each of your cars (in whichever order you like) and playing a card to that car in order to move it. These cards will allow you to move around the track in one of four ways.

Each space on the track can be occupied by a single car. The innermost lane (surrounded by the yellow stripe) is the pit lane, and cannot be entered during normal racing. You will notice that, not counting the pit lane, the straights have three lanes and the corners have two. Naturally, this makes overtaking on the corners more difficult! Still, this dividing and recombining of lanes produces most of the tactical play in this game, and the movement types interact with these lanes in different ways:

Solo Movement:
Move the activated car as a single unit, either forwards or sideways (not diagonally), one space at a time. Moving into an empty space takes 1 movement point. Moving forwards into an occupied space takes 3 movement points, and will bump the occupant forward into the next space (which can then bump the next car in line, and so on). Moving sideways into an occupied space takes 2 movement points, and will bomp the occupant sideways into the next space (which will again chain if necessary). If there is no other lane on the track for the bumped car to move to, they will bump backwards instead (and still chain if necessary)

Pursuit Movement:
At first, move the activated car as a single unit, just like with solo movement. However, moving the car forwards into an occupied space works differently. First, it only takes 1 movement point, but will still bump cars. Second,
once this happens, the activated car is
only
allowed to move forwards for the remainder of its movement.
The bumped cars essentially form a "link" which will push each other along until the activated car runs out of movement points.

Draft Movement:
Draft Movement is similar to pursuit movement in that it will "link" with cars in front of it. However, in draft movement, the activated car will
also
"link" with cars immediately behind it in the same lane (which will still chain) when moving forwards, and pull them along as a single unit. If the activated car moves forwards and pulls any linked cars behind it, it will still lose its ability to move sideways. In draft movement, it will also link with cars ahead in an identical fashion to pursuit movement.

Lead Movement:
Okay, so this is the weird one. Lead movement links with cars behind, but only at the very start of its movement. With this type of movement, the ability to move sideways is
not
lost, and any linked cars will follow the exact path taken (as if playing Snake). Lead Movement acts most similarly to solo movement in this fashion (including requiring 3 movement points to bump a car in front of you), the only difference being that you pull a line of cars behind you. If there is no car behind the activated car at the beginning of lead movement, it will act identically to solo movement.

The most important information on a card is the type of movement, and how many movement points it confers. The activated car
must
use all the movement points the card gives it. If it attempts to bump into a car without enough movement points, nothing happens and the turn ends. Also, you aren't allowed to weave a car from side to side without moving forwards in order to "waste" movement points.

When lanes merge (or split), the player whose turn it is decides which lane is linked into. The player does
not
have to choose a lane with cars in it if the other is empty, allowing for a fair bit of freedom when corners are involved.

The third piece of information on a card is the wear it creates. All cars will naturally take wear and tear over the course of a race, and in this game wear is generated by the cards played on the car. Most cards will apply a wear token to a car, though a few will be "free" in this aspect. If a car starts its turn with 3 wear tokens (ie, not including the one the card on this turn gives it), it loses three movement points (to a minimum of 0). 4 wear tokens means four movement points lost, and 5 wear tokens means five movement points lost. If a car is activated with 6 wear tokens, it grinds to a halt and is retired from the race.

Each player activates one car in turn, and they continue going around the table until every car has been activated. The
first
player in a round is the owner of the current leading car, and goes down the list from there. Once every player has moved every one of their cars, the car currently leading the race earns a "turn leader" token. Every car with a turn leader token at the end of the race earns a bonus point, and the car with the most turn leader tokens (with finishing order breaking ties) earns a second bonus point. After this, an event is drawn. Events are unpredictable at best, though they will
usually
result in generating additional wear. Roughly 30% of events will also produce a caution. When a caution is triggered, the grid is bunched up (like at the start of the race), starting from the position of the current leader and using the outermost lanes when there is a choice. After the event, each player may choose to pit any or all of their cars. If a car is pitted and there is
not
a caution, they will drop back five spaces on the board and move to the pit lane. If a car is pitted during a caution, they will drop to the back of the grid. Pitting a car removes all of the temporary wear tokens attached to that car, though permanent wear will remain. Most wear is temporary, though some events and particularly powerful cards will produce permanent wear.

After the pitting phase, if a car has been overlapped by the race leader and failed to unlap itself by the end of the turn (and there was no caution to allow it to unlap itself for free), it is retired from the race. In addition, if the race leader changed since the "turn leader" token was awarded, an additional one is awarded to the new leader. Players are then given the opportunity to discard any unwanted cards they have left in their hand, before being refilled to their full hand (Note that everyone will still receive the full complement of cards, even if one or more of their cars has been retired). Then the next round begins, with the first player being the owner of the currently leading car.

If a car starts its turn in the pit lane (ie it just pitted and there was no caution), it ignores everything on the next card used on it except for that card's "in-pit" movement value. The car will always use solo movement with the number of movement points given to it, and its first movement
must
be to leave the pit lane.

After the leading car completes its third lap, it wins the race. The game ends at the end of that turn, immediately before an event card would be drawn. The winning car earns 46 points. Second place earns 42, third place 41, and every place after one point less than that. Cars that retired still score points, with cars that retired later being given the higher position. Bonus points for turn leader tokens are awarded, and the winner is the player whose cars earned the highest total score.


AxxlePositionTurns LedActivatedWear
Pink #51st1NO1 (Tires)
Pink #209th0YES1 (Suspension)
Pink #2310th0YES1 (Suspension)
AronisPositionTurns LedActivatedWear
Blue #46th0YES2 (SUSPENSION, Tires)
Blue #911th0NO1 (Tires)
Blue #1212th0YES1 (Suspension)
RedCoyotePositionTurns LedActivatedWear
Red #253rd0YES2 (Fuel, Fuel)
Red #298th0NO0
Red #417th0YES2 (Fuel, Fuel)
pirate molliePositionTurns LedActivatedWear
Green #113th0NO1 (Fuel)
Green #34th0NO0
Green #714th0YES1 (Fuel)
StrangerCougPositionTurns LedActivatedWear
Purple #22nd0NO0
Purple #65th0YES2 (Tires, Tires)
Purple #1015th0NO1 (Tires)
Last edited by JDGA on Thu Mar 10, 2016 5:06 pm, edited 32 times in total.
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Post Post #1 (ISO) » Fri Feb 12, 2016 4:47 am

Post by StrangerCoug »

/in
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Post Post #2 (ISO) » Fri Feb 12, 2016 4:19 pm

Post by Axxle »

/in
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Post Post #3 (ISO) » Fri Feb 12, 2016 6:43 pm

Post by JDGA »

Two is enough to play with, but I'll leave it open another day to see if we get any more.
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Post Post #4 (ISO) » Fri Feb 12, 2016 6:52 pm

Post by pirate mollie »

I will /in.

my FIL is a racecar driver! not in nascar tho.
whew!
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Post Post #5 (ISO) » Fri Feb 12, 2016 7:04 pm

Post by RedCoyote »

/in
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Post Post #6 (ISO) » Fri Feb 12, 2016 7:19 pm

Post by Aronis »

/innn
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Post Post #7 (ISO) » Fri Feb 12, 2016 7:45 pm

Post by JDGA »

Oh, worth noting that you should probably pick a colour, available choices are: Black, Blue,
Green
,
Pink
, Purple,
Red
, and Yellow.
Last edited by JDGA on Fri Feb 12, 2016 8:32 pm, edited 1 time in total.
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Post Post #8 (ISO) » Fri Feb 12, 2016 7:50 pm

Post by RedCoyote »

Vroom Vroom
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Post Post #9 (ISO) » Fri Feb 12, 2016 7:52 pm

Post by Axxle »

Reeeeeeeeeeeeeeeeeeeeeeeeeeeed

PEdit: damn
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Post Post #10 (ISO) » Fri Feb 12, 2016 8:05 pm

Post by JDGA »

Actually, I'll cut off signups here, letting the grid get larger might prove more trouble than it's worth. So colour select, then I'll draw the grid order and we can get moving!
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Post Post #11 (ISO) » Fri Feb 12, 2016 8:12 pm

Post by Axxle »

Ok, I'll just go with light red (pink). It's lighter so it'll be faster.
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Post Post #12 (ISO) » Fri Feb 12, 2016 8:23 pm

Post by pirate mollie »

green!
whew!
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Post Post #13 (ISO) » Sat Feb 13, 2016 5:35 am

Post by StrangerCoug »

Purple for the StrangerCoug. You know that by now :P
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Post Post #14 (ISO) » Sat Feb 13, 2016 6:18 am

Post by Aronis »

blue
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Post Post #15 (ISO) » Sat Feb 13, 2016 1:52 pm

Post by JDGA »

Okay! Grid position is done in a snake draft, so:
1. StrangerCoug (Purple)
2. Axxle (Pink)
3. pirate mollie (Green)
4. RedCoyote (Red)
5. Aronis (Blue)

#1:
Original Roll String: 1d5
1 5-Sided Dice: (2) = 2

#2:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

#3:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

#4:
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #16 (ISO) » Sat Feb 13, 2016 2:06 pm

Post by JDGA »

So that's Axxle, Aronis, RedCoyote, mollie, and SC.

Image

Spoiler: Car Status
AxxlePositionTurns LedActivatedWear
Pink #51st0NO0
Pink #2010th0NO0
Pink #2311th0NO0

AronisPositionTurns LedActivatedWear
Blue #42nd0NO0
Blue #99th0NO0
Blue #1212th0NO0

RedCoyotePositionTurns LedActivatedWear
Red #253rd0NO0
Red #298th0NO0
Red #4113th0NO0

pirate molliePositionTurns LedActivatedWear
Green #14th0NO0
Green #37th0NO0
Green #714th0NO0

StrangerCougPositionTurns LedActivatedWear
Purple #25th0NO0
Purple #66th0NO0
Purple #1015th0NO0


Axxle is the first player, so please select a card in your hand, a car to apply it to, and tell us how you intend for it to move.
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Post Post #17 (ISO) » Sat Feb 13, 2016 3:27 pm

Post by Axxle »

Working The Pack
4MP
Solo Movement
Wear: None

The active car may exchange places with any car that it is directly behind for 1MP. It may pass multiple cars in this manner on a turn.
In-Pit: 2MP

Pink 20
switches spots with
Red 29
,
Purple 6
,
Green 1
, and finally
Blue 4
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Post Post #18 (ISO) » Sat Feb 13, 2016 3:35 pm

Post by pirate mollie »

wait how many moves do you get
whew!
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Post Post #19 (ISO) » Sat Feb 13, 2016 3:38 pm

Post by Axxle »

The card gave me four movement points (4 MP on the card). This specific card allowed me to use 1 MP to switch spots with a car in front so I can do it up to four times if I want or use the MP normally.
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Post Post #20 (ISO) » Sat Feb 13, 2016 3:50 pm

Post by pirate mollie »

ohhhhhh ty axxle I see it now

well
whew!
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Post Post #21 (ISO) » Sat Feb 13, 2016 6:11 pm

Post by JDGA »

Image

Spoiler: Car Status
AxxlePositionTurns LedActivatedWear
Pink #51st0NO0
Pink #202nd0YES0
Pink #2311th0NO0

AronisPositionTurns LedActivatedWear
Blue #44th0NO0
Blue #99th0NO0
Blue #1212th0NO0

RedCoyotePositionTurns LedActivatedWear
Red #253rd0NO0
Red #2910th0NO0
Red #4113th0NO0

pirate molliePositionTurns LedActivatedWear
Green #16th0NO0
Green #37th0NO0
Green #714th0NO0

StrangerCougPositionTurns LedActivatedWear
Purple #25th0NO0
Purple #68th0NO0
Purple #1015th0NO0


Aronis to go next!
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Post Post #22 (ISO) » Sat Feb 13, 2016 7:01 pm

Post by JDGA »

To clarify: Yes, the cars are backwards. I'm using VASSAL for the graphics, and it tends to be a little limiting like that. Travel around the track is counter-clockwise.
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Post Post #23 (ISO) » Sat Feb 13, 2016 7:11 pm

Post by Axxle »

And here I thought the cars being backwards was an Australian thing.
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Post Post #24 (ISO) » Sat Feb 13, 2016 7:24 pm

Post by Aronis »

TEAMWORK4MP
Draft Movement
Wear: None
After moving the activated car, move a second car of yours with 3MP. It gets the full 3 regardless of condition. Both cars use draft movement. The second car can be one that already moved.
In-Pit: 2MP


Move #12 over x2, then #9 over x1 and go forward x2
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