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Gadgets Cards and Hazard Cards |
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Ram ArmorThis card is identical to the ram action card, except your car takes one less die of damage from any ram you initiate. (When ramming head-on, take 2 dice of damage instead of 3.) |
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Extra DropperYou must drop 3 or 4 of the same road hazard on your turn (instead of the usual 1 or 2). In addition, you may now carry 12 road hazards in your car (instead of 8). You must pay for these extra chips normally. |
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ChargerYour car must accelerate by either 30 or 40 m.p.h. when you play this card. If this should put your new speed over your maximum speed, move your maximum speed. |
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Rocket BoosterYour car may accelerate by 80 m.p.h. when you play this card. You must ignore your maximum speed on this turn (but may not exceed 140 m.p.h.). Discard this card to the bottom of the gadget deck after use. |
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Jump JetsYou may jump over squares (and their contents) during your move. You may not jump over more than one square at a time, change lanes during a jump or end your turn in mid-air. The squares you jump count toward your move. |
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Reinforced TiresTacks have no effect on your car. If your car runs over tacks, remove the chip from the board. |
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High-traction TiresOil has no effect on your car. If your car runs over oil, remove the chip from the board. |
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Solvent SprayerGlue has no effect on your car. If your car runs over glue, remove the chip from the board. |
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ToolboxYou may use this card at any time to increase your maximum speed by 30 m.p.h. You may do this even after your maximum speed is reduced to 0. Discard this card to the bottom of the gadget deck after use. |
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Motivational CassetteYour driver is now immune to the effects of lunacy cards. If you currently have any lunacies or draw them in the future, you must immediately discard them. |
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These cards can be drawn in the pit. The numbered gadget cards add a new action to your hand. The gray gadget cards provide extra protection to your car and driver.
Lunacy: Hear VoicesOn your next turn, draw your action card randomly to see what your driver will do. Ignore all other lunacies on your next turn. Discard this card at the end of your next turn. |
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Lunacy: Neat FreakYou may no longer play the drop action card. |
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Lunacy: TimidYou may no longer play the ram action card or use the ram armor gadget card. |
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Lunacy: DeterminedYou may no longer play the brake action card. |
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Lunacy: Speed FreakYou may no longer accelerate normally. In order to accelerate, you must turbo or use the charger or rocket booster gadget cards. |
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Tire DamageRoll 1 die of damage and immediately apply the effects to your car. If this reduces your current speed, continue moving as if you had started your turn at this new, reduced speed. |
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Panic BrakeImmediately reduce your current speed by 10 m.p.h. Continue your move as if you began your turn at this new, reduced speed. |
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SkidMove your car to the adjacent front-right square. You need not draw cards for this new square, but must continue applying cards from your previous square (if any). If there is a car in that square, ram it instead. Both cars get 2 dice of damage. If your car is already in the outside lane, ram the wall for three dice of damage. |
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Retain ControlThis card has no effect as you have managed to retain your composure. |
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Supreme ControlYou gracefully steer your way through this hazard. Discard this card any other hazard cards that you have not yet applied to your car for this hazard. |
© 2000 Matt Leacock. Contact me.