Each event can hold up to six contestants. The track is
made of eight to eighteen (2d6+6) sections connected
together (sections can never overlap each other). The
sections can form a simple one-way start-to-finish track, a
two-way race (where racers go to the end, double back and go
the opposite direction) or a continuous loop. Racers are
allowed to see the track one hour before the event; however,
certain events have the sections "hidden" via paper walls or
drywall barriers. This often forces the racers to be
cautious and slow down. Those who go fast might pull away,
but they'll be the first to discover the hazards!
Unless stated otherwise, all races are a one lap event. All
start and finish sections are standardized (see example A).
Victory is based upon a point system. A time limit, of
varying lengths, is often enforced. Those who don't finish
within the time limit are disqualified.
Finish 1st |
10 points |
Finish 2nd |
6 points |
Finish 3rd |
3 points |
Finish 4th |
1 point |
Vehicular Kill |
3 points |
Kill Pedestrian |
1 point |
Destroy Building |
2 points |
Destroy Bunker |
2 points |
Jump more than 6" |
1 point |
Jump from ramp to ramp |
1 point |
Leave Track |
-1 point / phase |
* A vehicle is deemed "off the track" when it has half its
tires beyond the edge of the track (those who fly via jump
jets and ramps are exempt). Remember, once outside the
track, off-road penalties apply! |