Goldmine Games Grand Prix
Goldmine Games Open
Rally Grand Prix
Four Drivers race from start to finish as fast as they can,
while managing the wear and tear on their bike or car. Push the vehicle too
hard too early and it will have nothing left at the end … or it might even
crash before it gets there!
Starting Positions
Drivers dice off. High roll gets the pole position, and then
each spot is taken in roll order.
Turns
Drivers take
their turn in order determined by the following:
1. Highest current Control Rating
(Control = 9 goes first, then 8, and so on)
2. If more than one Bike/Car has the
same Control Rating, the first tie breaker goes to the one that is farthest
down the track.
3. If vehicles of the same Control
Rating occupy the same space, the tiebreaker goes to the one that has “position”.
Position is defined as, the vehicle that has arrived first at the space
4. The Control Rating can change
throughout a Game Turn. The value used to determine Turn Order is the CURRENT
value, not the value at the start of the Game Turn.
Each Turn a Driver
1. Takes the Sticker (a big marker)
2. Rolls 2d6
3. Chooses either the higher roll: High
Speed, or the lower roll: Controlled Speed. If the driver rolls doubles, the
value is considered “Controlled Speed”. (Double 6’s are awesome!)
4. Place the Sticker the number of
spaces down the track equal to the roll chosen
5. Move the vehicle down the track and
stop at the 1st hazard. Resolve the effect of the hazard. If the
vehicle is not stopped by the result, continue moving the vehicle toward the
Sticker resolving each hazard along the way until the vehicle is stopped by a
result, or the vehicle reaches the Sticker
Hazards and Control
Checks
Hazards are
marked on the course and rules about their effects are printed on the marker.
When a “Control Check”
is required, the Driver rolls 2d6 and must roll equal to
or less than the current Control Value. When a Driver fails a Control Check,
he must roll 1d6 on this chart and apply the result (there are no modifiers to
this roll):
Roll
|
Active
Driver
|
Driver
being Passed
|
1
|
CRASH – Car is out of the Race
|
|
2,3
|
-1
Control Rating
Bike/Car
ends the turn on the current space
|
-1
Control Rating
Bike/Car
Loses Position, move to the right in the space
|
4,5
|
-1
Control Rating
Bike/Car
continues toward the Sticker
|
-1
Control Rating
|
6
|
Move
the Sticker one additional space
NO
Control Checks are triggered by this move
|
Move
the Bike/Car forward one space,
NO
Control Checks are triggered by this move
|
Additional Rules
1. Cars that are reduced to a Control
Rating of 2, immediately CRASH and are Out of the Race
2. If a Driver rolls double ones during
a Control Check, the Driver GAINS +1 to the Control Rating
3. Any number of Cars can occupy the
same space, and a vehicle can execute a pass through them.
4. If a Car is attempting to Pass in a
space with multiple Cars, it only has to take 1 Control Checkck
Winning
The winner
is the Bike/Car that crosses the finish line FIRST.