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Rush 'n Crush Simultaneous Movement Variant Brewing

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There Will Be Games

 

This is what I'm working on for Rush 'n Crush.  I'm thinking that the game is too zoomy and not enough bruisy.  It talks a good game but there's no chance to react to someone, to stick 'em as that cross in front of you.  I'm trying to decide if impulse movement will improve things.

Step 1 -- you all move together.  Speeds range from 4 to 16 and depending on the speed you're in you move on different impulses.  But you're all moving at once instead of someone zooming ahead and then you zooming up behind them.  This lets two cars that are close STAY close, through the entire turn.  Impulses are called off from 1 to 16, and if there's a number in your speed's cell column for that impulse, you move your car one space:

Now cars stay close.  Plenty of room to bump and grind.

Step 2 -- how to manage priorities.  I've thrown together some rules off the top of my head and I'd like some feedback from anyone interested to provide it.

  1. Sixteen impulses per turn.  Each player moves based upon the column showing their speed.  In each impulse (row) showing a number, the player moves their car one space as they choose.
  2. In the event two or more players are moving at the same time and are more than three squares away from each other, cars resolve movement in race position order, race leader first.
  3. In the event two or more players are moving on the same impulse and are within three squares of each other, the following actions are taken:
    1. Each player places their right hand behind their back and selects their intended direction: thumb indicates change lanes left, index finger indicates going straight, pinky indicates changing lanes right.  Middle finger indicates an intention to hit the other player regardless of which direction the other player chooses (which resolves to straight ahead if the intended target ends up out of reach).
    2. Once all players have chosen their path, all players reveal their right hands simultaneously to indicate their intended movement.  If there is no contention for space, all cars move and any equipment activates after all have moved.
    3. In the event two players are moving at the same time and both indicate an intention to move into the same space (including via middle fingers in step 3.1 above) the player that is moving the fastest chooses who enters the space first, all subsequent cars are then considered an attacker entering that space.  All cars must attempt to enter that contested space -- once the intention is declared it is to be carried out to its completion or failure.
    4. In the event more than two cars are moving into the same space simultaneously, the rules in step c are applied in succession, with the fastest of all drivers determining the order of movement.  If there is a tie for fastest in steps 3.3 or 3.4, a die roll or other random event is used to determine which fastest driver decides order of entry.

Any feedback will be much appreciated.

Sag.

 

 

There Will Be Games
John "Sagrilarus" Edwards (He/Him)
Associate Writer

John aka Sagrilarus is an old boardgame player. He has no qualifications to write on the subject, and will issue a stern denial of his articles' contents on short notice if pressed.

Articles by Sagrilarus

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