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Posted 20 hours ago

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495£44.99Clearance
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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. 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? 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. 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.

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). 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!

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. 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 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.

Gas Station: When the Racer in last place moves onto this tile, all players unexhaust 1 of their facedown Special Power cards. The Starting Player receives the Neutral Racers Activation Card, placing it faceup in front of their Racer Dashboard. 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.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! 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. Railroad Crossing: When a Racer moves onto this tile, the Racer(s) in last place move ahead 1 tile.

Each car has abilities which can negate the effect of some traps, and this was only briefly touched upon in the interview. Out of curiosity I would love to see what Peter Perfect’s abilities are, as apart from having a car that can stretch itself into weird shapes to do things, such as walking along a crocodile pit. The only other thing I can remember, is his car randomly exploding through over tuning. 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 The Racer that triggers this Trap switches places with the closest Racer behind them, up to 3 tiles away. Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn.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. Dastardly then moves to the first Prairie tile ahead of his Mean Machine with no Trap cards already on it, ignoring everything in between.

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.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). 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.

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