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Old 09-26-2021, 05:09 AM   #11
philreed
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Default Re: Race game

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Originally Posted by 43Supporter View Post
Then there's the "initiative" problem: When the guy at the back of the pack has to move first, and has no alternative but to crash into someone, or slow *way* down....
If I were running a race scenario in a crowded field, I'd switch the initiative order. Maybe something as simple as:

* Roll 1 yellow die equal to your current position: 1st rolls one die, second rolls two dice, third rolls three dice, and fourth rolls four dice. The player who rolls the most skids is in last place; the first player is seated to the left of the last place position.

This is very crude and would need testing and refinement, but it is the first idea that comes to mind to manage races with tight spaces.
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Old 09-26-2021, 10:41 AM   #12
TRumbach
 
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Default Re: Race game

I like it. Thank you. That may fix the static first player rotation.

Once I get the game, I'll give both a run.

Of course, if you would like to move me up into the beta shipping group, I would be able to test it quicker.

As an alternative, I could drive up to Austin from SA to play with Hunter.
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Old 09-26-2021, 04:50 PM   #13
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Default Re: Race game

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Originally Posted by philreed View Post
If I were running a race scenario in a crowded field, I'd switch the initiative order.
What I'm working on is:

1) Highest Speed
2) Highest Number of Ace Tokens generated at start of turn
3) Highest Number of Control Tokens generated at start of turn
4) If all else fails, I have a deck of playing cards; high card wins. :)

If I can find other tie-breakers, I'll use them before the draw.
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Old 09-26-2021, 08:15 PM   #14
RogerBW
 
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Default Re: Race game

You might consider adapting the player order from Rallyman GT:

Fastest cars (at end of previous turn) go first;
If tied for speed, cars farthest along in the race go first;
If tied for distance, cars towards the inside of the current or next turn go first.
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Old 09-28-2021, 02:44 PM   #15
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Join Date: Dec 2007
Default Re: Race game

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Originally Posted by RogerBW View Post
You might consider adapting the player order from Rallyman GT:

Fastest cars (at end of previous turn) go first;
If tied for speed, cars farthest along in the race go first;
If tied for distance, cars towards the inside of the current or next turn go first.
I considered this; but I wanted to give an option for someone who is behind, but has "better reflexes", being able to slip around (esp. fun on those last-turn passes for the lead :) ).
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