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Squig Racing Game: Rules

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Squig Racing 'rules'

  1. The colour of your squig is determined randomly.
  2. Place the squig on the start line.
  3. Dice off for first turn. Highest goes first.
  4. On the track squigs move D3+2"
  5. Obstacles must be cleared before resuming normal movement
  6. Obstacles can only be tackled at the start of your turn.
  • Obstacle 1: The net of nastiness. The squigs must scramble under the net. Roll 3 dice. For each odd number move 1".
  • Obstacle 2: The balance beam of bewilderment. Squigs move D3" per turn on the beam. If they roll a 1 on the D6 they fall off and must start again. Obstacle 3: The frame of fortune. Squigs move D3 platforms. If they roll a 1, they fall off. If on the way up, they start again, if on the way down, they finish the obstacle.
  • Obstacle 4: The Posts of Peril. The squigs must hop nimbly from post to post. Roll 3 dice. For each even number move 1 post along.
  • Obstacle 5: The wall of (w)really sharp spikes. The squigs must jump the wall. Roll a 5 or 6 to clear the wall.
  • Obstacle 6: The crater of catastrophe. Roll a dice. On a 3+ you have jumped the crater. On a 1 or 2 you fall in and die a horrible death.
  1. If you land on another squig roll a die. On a 1-3 you bite it and he moves forward out of your way. On a 4-6 you hop over him. If you are both at the wall, the squigs are placed next to each other.
  2. First pass the finish line wins.

Page updated: 06 Sept 2006

Contents

Alpha Secundus ] Battle Report Page ] Big Chiefs - WHFB ] Boltguns & Battleaxes ] Cry Havok ] Diary of a Skaven Army ] Empire Civil War Home ] Exodites ] Gamesday 2001 Review ] Gamesday 2003 ] Gamesday 2004 ] GCN League Teams 2004 ] Hall of Heroes:2001 ] Klavius the Undying ] Legacy of Horus ] Medusa V: End Game ] Mighty Empires ] Openday 2001 ] Openday 2003 ] Kev presses da button... ] Short Story 1 ] Short Story 2 ] [ Squig Racing Game ] Storm of Chaos ] Tanks on Ice Game ] WDYTYAKMH ] wps-whfb-gt-2003 ] Christmas 2000 ]