![]() | Future Race is a miniatures based system for recreating racing in the near and far future and the magical past using miniature figures or popular die-cast toy vehicles | |||||
Future Race Players, I hope that you have been having a good time with the game. I have found some things that need clarification in the rules. Many were pointed out by my many friends and play testers around the country. I will list some common questions I have received so far and their answers. What about the Bumping Modifiers? Are they to be used for both racers involved or just the defender? The modifiers are to be added or subtracted from both racers' pilot ratings according to the chart and then the ratings are compared. If the attacker's modified rating is larger then roll 2d6 and add the difference between the two ratings. If the defender's modified rating is larger then roll 2d6 and subtract the difference between the two ratings. What about the set up you use at the conventions? If you randomly determine turn order, there will be a lot of collisions the first turn, right? For the first turn, I put them in 2 rows of 4 or 5 and have them go in order first row and second row or in one long row. Just have them roll to see who goes first, second, etc. and put their racers in that order. Then on subsequent turns use the deck to determine turn order. There will still be bumping on the first turn but only those who have moved off the starting line. I also let the racers pivot at the starting line to face any direction for the first turn. I don't let them turn 90 degrees and bump everyone down the starting line, though. What happens when a player's racer hits a canyon wall and he/she fails the PR check(s) (per pg. 12 - collisions), is it destroyed? The idea is that when a PR check is failed during a canyon wall collision, the racer takes 1d6 of HR damage. If the racer survives and there are further PR checks to be made go ahead and resolve them but for each subsequent PR check is made at minus 1 cummulative (-1 for the second, -2 for the third, etc.). A one always passes no matter what the modifier. Once the hull damage reaches zero then the racer crashes. If the racer survives, turn the racer parallel to the wall and facing away from any impending collisions next turn and continue. What happens when any attribute reaches zero? The racer crashes, or at least comes to a halt. Either way, you're out of the race. | ![]() | |||
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