CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495
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CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

RRP: £44.99
Price: £22.495
£22.495 FREE Shipping

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Description

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

I can't remember the exact moment, but I think in season 2 he just really lets his anger get the best of him, beating people up on the sidewalk for the most trivial stuff. Just his explosive temper,... 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). 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.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. The Starting Player receives the Neutral Racers Activation Card, placing it faceup in front of their Racer Dashboard. 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. 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. While the game is simple to play there are some… actually no, it’s just simple. You do have to plan your turn and use your abilities to best use the cards you have but that’s it.

After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. 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! Dastardly then moves to the first Prairie tile ahead of his Mean Machine with no Trap cards already on it, ignoring everything in between. Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn. 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).

Racers' Special Powers

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! 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. 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. 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.

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. 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. Apart from at the full player count of 6 there will be neutral racers – though they are not only there to cause congestion, they are there to ramp up the chaos. Unlike most dummy players the rules are extremely simple, as to not drag out a long amount of time between the people around the table actually having a turn. The neutrals are needed so that tiles get full at the beginning of races – though rarely do they seem to get close to even a podium position. Railroad Crossing: When a Racer moves onto this tile, the Racer(s) in last place move ahead 1 tile.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. 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.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
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