Formula C Minus
Formula C Minus Rulebook
Table of Contents
Table of Contents
Object of the Game
The object of the game is to be the first player to complete three laps around the track.
Setup
Before you get started, you will need a couple items: a pair of six-sided dice and a token for each player with a definite front to mark your direction. Anything will work, but if you happen to have some Micro Machines® lying around, the squares on the board just happen to be the right size. You may also find it helpful to tape the two halves of the board together. They are made to overlap each other slightly to make assembly easier.
Before play begins, one player should separate the POWERUP cards from the rest of the deck and deal three of these cards to each player. These are placed face up in front of each player. The remaining powerup cards should then be shuffled back into the deck. Each player should then be dealt three more cards face down to form their hand.
Option Cards
When the game begins, you will have three powerup cards face-up in front of you, and three cards in your hand. Each time you complete a lap, the number of cards you're allowed to have increases by one. (i.e. After you complete your first lap, draw two cards. You may immediately lay down a POWERUP to have four POWERUP cards and four cards in your hand.) With the exception of the "Exalted Tassel" card, cards may only be played on your turn.
There are four different types of cards in the game: POWERUP, ONE SHOT, WHAMMY, and THE PITS. Their functions are as follows:
POWERUP: Powerup cards add extra abilities to your go-cart. Powerup cards are played face up in front of you and stay in play until they are destroyed or discarded to make room for another Powerup.
ONE SHOT: One Shot cards give you a "one time only" advantage, and are discarded after use.
WHAMMY: Whammy cards are played on other players to do things like cause them to lose turns, destroy Powerup cards and generally be a pain in the butt.
THE PITS: Play these cards on another player to force them into the pits. Some of these cards make it optional to stop in the pits, while others make a pit-stop mandatory. If a player spends one entire turn in The Pits, all THE PITS cards in front of that player are discarded.
Movement
Calculating Movement
All movement is calculated using one die. Movement is rated as Die Value (DV). Each player starts with one DV of movement. Players roll a six-sided die, and move that many spaces forward. For each Upshift card a player has in play, they gain one extra DV. For instance, if you have three Upshift cards, each Upshift adds one DV to the one you start with, making a total of four. Roll one die and move that many spaces four times. So, if you happened to roll a one, your four dice would move you a whopping four spaces... I know it sucks, but, hey, you rolled it.
Changing Lanes & Turning
Turning is defined as changing your go-cart's direction by 90°. When you change lanes your cart does not change direction, but instead slides laterally one space to the left or right. Unless you have cards directing you otherwise, you may only change lanes or turn your cart after a DV of movement has been used, and you may only do one or the other, but not both.
For instance, if you had three total DV and you rolled a five, you would move your cart forward five spaces, then you could turn your cart 90° or slide your cart left or right one space without changing direction. You would then have to move forward five more spaces before you could turn or change lanes again. At times, it may not be possible to move your entire DV. For instance, you roll a five for movement, and the wall is only three spaces away. In that case, you hit the wall, and the remaining two spaces of movement are lost. You may then turn or change lanes and continue on with any remaining DV. If your movement is cut short because another player is blocking your path, you can either sacrifice the remaining movement, or you may choose to attack the other player. Like real drunken Shryners, expect to hit the wall often. After your last DV of movement has been used, you may turn or change lanes one final time.
Attacking
You may attack another player at any point during your movement. The player you are attacking must be in an adjacent space beside or in front of your cart. You may not attack diagonally or in the space behind your cart. To resolve the attack, both players roll a die six with the highest total being the winner. Why would you want to attack another player? Well aside from the fact that it's fun, it's also a way to acquire extra turns. When you attack another player your turn immediately ends, but if your attack is successful (your total is higher) you may immediately take another turn. If your attack is unsuccessful, oh well, better luck next time.
Turn Order
- You may choose to discard one card from your hand.
- Draw your hand up to your current limit.
- Place any Powerup cards that you want to affect movement this turn.
- Roll for movement.
- Complete movement and pass the turn.
Unless the card states otherwise, non-Powerup cards may be played at any point during your turn.
Attacks may be made against valid target at any point during movement.
Winning
The first player to complete three laps wins. Game over.
Examples of Movement
The printed board diagram that accompanies these examples (arrows marking each DV's path) is not reproduced here; the text of both examples is transcribed in full.
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This example shows a complete turn of movement. Neil has 4 DV of movement and rolls a three. He must start out the turn by moving forward three spaces (1st DV). At this point, he is allowed to turn. Neil turns his cart 90° moves forward three spaces (2nd DV), turns, moves three spaces (3rd DV), turns, moves forward three spaces (4th DV), and having used his final DV turns his cart to set up for his next turn.
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Bob has 3 DV of movement and rolls a six. Because you must move before you can turn or change lanes, Bob moves three spaces forward (1st DV) before running into another player who was in his way. The three remaining spaces of movement on that DV are lost because Bob hit an obstacle. At this point Bob may either turn his go-cart or change lanes. He decides to change lanes and slides his cart to the outside lane. He then moves four spaces forward (2nd DV), with the remaining two spaces being lost. Bob then turns his cart and moves forward five spaces (3rd DV), losing the final space of movement, and ends his turn. The observant among you may be wondering why Bob did not turn his go-cart after his last DV. Well, so was everyone else, but they all felt content to let him spend the first DV of his next turn banging off the wall... Poor Bob.