Racetrack (game) - Additional and Alternative Rules

Additional and Alternative Rules

Combining the following rules in various ways, there are many variants of the game.

The track

The track need not be a closed curve; the starting and finishing lines could be different.

Before starting to play, the players may go over the track, agreeing in advance about each grid point near the boundaries as to whether that point is inside or outside the track.

Alternatively, the track may be drawn with straight lines only, with corners at grid points only. This removes the need to decide dubious points. Players may or may not be allowed to touch the walls, but not to cross them.

The moves

Instead of allowing moves to any of eight neighbours of the principal point, one may use the four neighbours rule, limiting moves to the principal point or any of its four nearest neighbours.

When drawing the track, slippery regions with oil spill may be marked, wherein the cars cannot change velocity at all, or only according to the four neighbours rule. The rule may e.g. apply to all moves beginning in the slippery region.

On the track there may be also some turbo areas marked with an arrow with a specific length and direction. When a vehicle goes through this area, the principal point is moved as indicated by the arrow.

Collisions and crashes

Usually, cars are required to stay on the track for the entire length of the move, not just the start and end. On heavily convoluted racetracks, allowing the line segment representing a move to cross the boundary twice (with start and end points inside the track), some unreasonable shortcuts may be allowed.

Several cars may be allowed to occupy the same point simultaneously. However, the most common and entertaining rule is that while the line segments are allowed to intersect, a car cannot move to or through a grid point that is occupied by another car, as they would collide.

If a player is unable to move according to these rules, the player has crashed. A crashed car may leave the game, or various systems for penalizing crashes can be devised.

A player running off the track may be allowed to continue, but is required to brake and turn around, and re-enter the track again crossing the boundary at a point behind the point where it left. At high speeds, this will take a considerable number of moves.

Another possibility is to penalize a car with "damage points" for each crash. E.g., if it runs off the track or collides, it receives 1 damage point for each square of the last movement, and comes to an immediate stand-still. A car with 5 damage points, say, cannot run anymore.

Finding a winner

At the end of the game, one may complete a round. E.g., with three players A, B and C (starting on that order), if B is the first to cross the finish line, C is allowed one more move to complete the A-B-C cycle. The winner is the player whose car is the greatest distance beyond the finish line.

If the collision rule mentioned above is used, there is still a considerable advantage in moving first. This may be partially counterbalanced by having the players choose their individual starting points in reverse order. E.g., first C chooses a start point, then B, then A. Then, A makes the first move, followed by B, then C.

Another possible rule is to let the loser move first in the next game.

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