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Squig Racing 'rules'
- The colour of your squig is determined randomly.
- Place the squig on the start line.
- Dice off for first turn. Highest goes first.
- On the track squigs move D3+2"
- Obstacles must be cleared before resuming normal
movement
- 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.
- 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.
- First pass the finish line wins.
Page updated: 06 Sept 2006 |
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