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RoadKill» Forums » Variants

Subject: Flaws removed to add more fun rss

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Uwe Heilmann
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Hi from Germany,

thanks for the replies for my recent session report.
My endeavor to get as much as possible out of the game system of Roadkill continues.
Here are some examples of removed flaws. As a result, the fun of playing the game increased.

Large cardboard counters for cars ... I use car models.
Action cards representing road sections ... I use road tiles.
All cars are the same ... I use neutral cars and player cars; the latter have individual armaments (beyond the weapon systems specified on the Attack Action cards).
THis picture shows some of this effort.

Another significant modification was to enlarge the Action card set.
I now use three decks.
Deck 1 (orange) contains just the Action cards (no random numbers etc.)
Deck 2 (light blue) consists of the Random numbers and all sub-tables (e.g. Damage check).
Deck 3 white) solely take care of the Events.

This makes game play faster. Less shuffling and close to zero checks of the rules as most data now found its way directly to the cards.

Any interest in the next race (8 neutral cars forming the Red Team against my blue team of 2 tough Countach)?


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William Garramone
United States
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When using models, if a car stops how do you denote that? Turning the model 90 degrees? Using a chit or marker?
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