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Subject: Summary of Our Rules Clarifications and House Rules rss

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Joe Boardgame
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I run a board game demonstration team at local conventions, and no one here has ever heard of this game. I've sold at least 6 copies of it based on demo plays. People really love this game once they see it.

But when people get the game, they always have questions once they read the ruleset. So, to summarize the many questions and answers in the forums and the house rules we've introduced, here's our list. I'll keep it up to date as we add more.

Clarifications and Common Questions:

You can only use 1 star power per turn. It can happen before or after your card, but you can only use it once. For example, if you use a 2 star power, then play a card that gives you a star, you can NOT use your one star power after the card is played.

If you start your turn by playing a card that gives you a star (and don't use a star power at the beginning of your turn), you can use the power that that star gives you at the end of your turn.

Missiles follow forced lane-change arrows if necessary.

Backwards lane change arrows are ignored. If it's facing against the flow of traffic, it's meant for a race going the other way.

If a star power that allows a car to move forward ends on another car, treat it as a normal collision.

Red car's power can only place bombs on empty spaces.

Red car's bombs are all placed simultaneously, then they explode. No placing one bomb, it explodes, then placing a second bomb on the same space.

Star powers that allow you to advance and change lanes work like this: "Enter an adjacent free space that is further on than the space you are in. Repeat this operation a total of X times."

A collision causes damage first, then movement. If the damage causes the car to go off track, no movement (or subsequent ripple-effect collisions) happens. The off-track car is reset back to the previous checkpoint as per usual. For example, if there is a line of 3 cars one in front of the other each with 1 point of health left, and the rear car moves forward one space, the car in front of it takes 1 point of damage and is removed from the board and placed back at the previous checkpoint. The end result is that the front car is untouched, and the rear car is now immediately behind it.

Using any star power resets your stars to zero. If you have 3 stars and you use the 1 star power, you still reset to zero.

When deciding who is first between 2 cars the procedure is:
1) count the number of spaces both cars need to move forward to reach the first common checkpoint (the first checkpoint you will both cross)
2) if that is an equal amount of spaces, use the judge's ruler
3) If the two spaces seem aligned along the ruler's edge, then the space closer to the judge's binoculars is the winner.

House Rules (Our rule changes to improve play)

Draw cards AFTER determining the next round's order. This is to ensure that someone who gets bumped to the back gets a red card rather than a green one, and vice versa for someone who leaps from the back to the front. This is counter to the designer's intent, but we prefer it.

If you get cards removed by a special power, you must play one move with the cards that you have left, even if there is a "card draw" phase before your next move. This is to keep the intent of the power, which was to reduce your options for a turn. If you play after the red car's power in the same turn, you can draw at the end of the turn as normal. You just have to make one "move" with the reduced number of cards. This is to clear up an edge case that is caused by the previous house rule.

We've found that the jungle is too long of a pause with the 3 spaces. Someone can get really, really screwed there. In the two games we played, some people were 3 boards behind, which is terrible. We shortened the jungle to 1 space. You enter, and then roll to leave. This may not suit your type of game, but we prefer a pack of drivers rather than far leaders and followers.

If you are picking up 2 cards, just pick up 2 of the colour you would normally pick up.

If you are picking up 3 cards, use the card distribution on the starting grid for your current position, not automatically 3 of one kind.

Teleport/warp squares count as checkpoints. If you go off track, you start on the exit of the last warp square you went through if it is closer to you than the last checkpoint line.

Use the corners without checkpoints near the end of the track. A long stretch without checkpoints near the end allows the pack to stop a runaway leader and makes for more dramatic endings. Not really a rule, just an observation.
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Jonathan Maisonneuve
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JoeBoardgame wrote:

House Rules (Our rule changes to improve play)

When deciding who is first between 2 cars the procedure is:
1) count the number of spaces both cars need to move forward to reach the first common checkpoint (the first checkpoint you will both cross)
2) if that is an equal amount of spaces, use the judge's ruler
3) If the two spaces seem aligned along the ruler's edge, then the space closer to the judge's binoculars is the winner.
The ruler is very inconsistent and can give nonsense answers if used when two cars are not right beside each other, so count spaces for most situations. This may be the intent of the rules, but it's not clear.


We also use a similar house rule because we find the judge ruler mediocre. But we only do step 1 and 3.
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Erik Burigo
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“Don't try the paranormal until you know what's normal.” - Granny Weatherwax
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An excellent primer list! <3

Actually, your procedure for deciding the relative positions of two cards is the intended and official one.

In the rulebook we unfortunately compressed too much information in the expression "if you can’t easily tell which car is ahead of another". We thought that the players were always going to count the remaining spaces to the next common checkpoint, but we then found out that this is not the case, and that many used the judge's rules in every occasion.
Sorry about the confusion and kudos for having pinned it correctly nonetheless.
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Joe Boardgame
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Thanks. I've moved that one into "Clarifications" instead of "House Rules".
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murray bill

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Just got the game and love it! Have about 3 plays in and we decided to house rule spending stars instead of resetting to 0. So if you have 3 stars and use a 1 star power you bump down to 2, but can only use 1 power per turn.

I don't see a down side but open to opinions!
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Erik Burigo
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exoflex wrote:
Just got the game and love it! Have about 3 plays in and we decided to house rule spending stars instead of resetting to 0. So if you have 3 stars and use a 1 star power you bump down to 2, but can only use 1 power per turn.

I don't see a down side but open to opinions!


There is really no downside in your home rule: I tended to leave "design space" open for additional modding (such as championship rules where you can buy upgrades for your car).

One mechanical update you can purchase with championship rules is the Hieratic Engine Control Unit that allows you to partially discharge the star power as per your home rule.

Championship rules are a free downloadable PDF that, however, have never been translated in any language other than Italian.
 
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