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Posted 20 hours ago

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495£44.99Clearance
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The Starting Player receives the Neutral Racers Activation Card, placing it faceup in front of their Racer Dashboard. If there are 2 Racers tied for last place, the player whose Racer landed on the Railroad Crossing can choose which Racer moves first. 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. 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...

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. Races are simple, yet strategic, as players place cards indicating the terrain tiles to which their racer will move, with the last card played indicating where Dastardly and Muttley will end up. 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. 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.While the game is simple to play there are some… actually no, it’s just simple. You do have to plan your turn and use your abilities to best use the cards you have but that’s it. After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. I can't remember the exact moment, but I think in season 2 he just really lets his anger get the best of him, beating people up on the sidewalk for the most trivial stuff. Just his explosive temper,... 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. 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!

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... 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 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.Every time a player ends their turn, it's time for The Mean Machine to rip up some road and wreak havoc on the rest of the Racers! Racers on these tiles do not change positions, but any Trap cards move along with their tiles, possibly forcing a Racer at the tile's new location to trigger it immediately, if there are 2 Racers on the tile, the active player chooses which one triggers it! So, instead of triggering the Trap, he flips the Special Power card facedown and discards the Painted Tunnel before continuing his turn normally!

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. Each Movement card shows 1 of the 4 basic Terrain types: Desert, Forest, Prairie, or Farm. Players must use these cards to move from each type of Terrain. He plays his 1st Movement card, which is a Desert, moving from the Farm onto the Forest tile. Then, he plays is 2nd Movement card, a Forest, to roar through the Forest and onto the next tile! If Rufus had a Prairie card, he could use it for his 3rd Movement on this turn.Railroad Crossing: When a Racer moves onto this tile, the Racer(s) in last place move ahead 1 tile. 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. Example: The Ant Hill Mob has just ended their turn, so now Dastardly moves. The last Movement card played by the Ant Hill Mob was a Prairie, so it's still sitting on top of the Discard Pile.

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