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Posted 20 hours ago

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495£44.99Clearance
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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. The Starting Player receives the Neutral Racers Activation Card, placing it faceup in front of their Racer Dashboard. After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. 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.

He plays his 1st Movement card, which is a Desert, moving from the Farm onto the Forest tile. Then, he plays is 2nd Movement card, a Forest, to roar through the Forest and onto the next tile! If Rufus had a Prairie card, he could use it for his 3rd Movement on this turn. If a player's Racer cannot cancel a Trap, it suffers the consequences fully and the player's turn ends. The player may still draw Movement cards to refill their hand as normal. After resolving the Trap card, or if it is canceled, the Trap card is always discarded afterward.

Dick Dastardly's Traps

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.

If there are 2 Racers tied for last place, the player whose Racer landed on the Railroad Crossing can choose which Racer moves first. 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. So, instead of triggering the Trap, he flips the Special Power card facedown and discards the Painted Tunnel before continuing his turn normally! 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.

Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn. 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? Dastardly then moves to the first Prairie tile ahead of his Mean Machine with no Trap cards already on it, ignoring everything in between. My oldest daughter played clarinet and I got her a middle grade one so we didn't have to rent it. Of course, just after we got it she quits. 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.

Example: Professor just moved onto the Desert tile containing Dastardly's Trap card. He flips over the card: a Painted Tunnel! Normally, he would apply the Trap card's effect, but his Special Power: Drill-a-Way is ready to be used! Every time a player ends their turn, it's time for The Mean Machine to rip up some road and wreak havoc on the rest of the Racers! The Racer that triggers this Trap switches places with the closest Racer behind them, up to 3 tiles away.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. 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... 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.

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