CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495
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CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

RRP: £44.99
Price: £22.495
£22.495 FREE Shipping

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Description

Gas Station: When the Racer in last place moves onto this tile, all players unexhaust 1 of their facedown Special Power cards. Railroad Crossing: When a Racer moves onto this tile, the Racer(s) in last place move ahead 1 tile. When a player uses a Special Power, they flip over the matching Special Power card on their Racer Dashboard, exhausting that card. Exhausted cards cannot be used until unexhausted. Special Powers do not get unexhausted easily. Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn. After all, the Players have played their turn and before the Starting Player starts their next turn, all Neutral Racers move. Skip this for the very first round of the game.

So, instead of triggering the Trap, he flips the Special Power card facedown and discards the Painted Tunnel before continuing his turn normally! Example: With 2 Forest and 1 Desert cards in hand, Rufus decides to exhaust his Special Power card Sawtooth to swap a Forest tile with the tile in front of his current tile (a Prairie). 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. 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. Dastardly then moves to the first Prairie tile ahead of his Mean Machine with no Trap cards already on it, ignoring everything in between.

Game Categories

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. 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! The second card he plays is a Prairie. This would move the Professor to the Farm tile, but it already has 2 Racers on it. So, instead, the Professor moves to the next open space, which is a Prairie. 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.

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. 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... 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. As a Slayer, Skeld lives to hunt down and slay the most dangerous opponents he can fight; retreat is not an option, and “fight to the end” is the only rule of battle for this fierce dwarf fighter. 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.

Object of the Game

Everything is very straight forward. There are some timing issues around traps triggering and certain events happening that don’t happen very often that you need to remember, but maybe don’t need to teach? After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. 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.

Starting with the Neutral Racer in the' space closest to the Finish Line, they all move ahead 1 space (respecting the next free space rule). Also, the question of why he didn’t just keep moving forward and win every race instead of getting miles ahead then setting a trap is one of life’s great mysteries 🙂 Setup & Rulebook 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. 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,... 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...

Setup

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. 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. Take the Special tiles for the Swamp, Crossroads, Railroad Crossing, and the A.C.M.E. Laboratory and choose 1 at random. Add the chosen Special tile to all 8 of the other Second Half tiles and shuffle facedown together.

The next player places Rufus's car in the next available slot, and the last player follows up with their car as well (Ant Hill Mob). The remaining Neutral Racers are randomly placed in the remaining slots, leaving the Starting Board full of Racers who are ready to begin!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. If there are 2 Racers tied for last place, the player whose Racer landed on the Railroad Crossing can choose which Racer moves first. Races, taking the corresponding Racer Miniature, Racer Dashboard, and the 4 Special Power cards for that Racer. At the beginning of each race, players must place their Special Power cards faceup on each corresponding slot on their Racer Dashboard. Among the many races that live close to the Talon Coast, none can match the spiritual strength, resilience, and stubbornness of a dwarf. Out of all his brothers, Skeld became a legend thanks to his savage spirit, always ready to face the hardest battles, headless of the dangers. Skeld can be played as either a Slayer or a Berserker. The Racer that triggers this Trap switches places with the closest Racer behind them, up to 3 tiles away.



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