This is a documentation for Board Game Arena: play board games online !

Gamehelpnestorgamesgp

From Board Game Arena
Jump to navigation Jump to search

Goal

nestorgames GP is a push-your-luck Formula racing game designed by Néstor Romeral Andrés. Players pilot racecars around asphalt circuits, pushing their luck with dice to overtake rivals, dodging hazards, and avoiding high-speed corner crashes. The first car to complete all laps takes the checkered flag, and championship points are awarded to determine the Grand Prix winner!

Components & Hazards

Component Visual Description & Rules
Formula Racecar Each player controls 1 car (or 2–4 cars in Team GP). Each car starts with 6 dice . Crashed cars flip belly-up.
Speed Die (D6) Rolled one by one on a turn to accumulate Movement Points (MP).
Rocket Usable before rolling: target the nearest car directly ahead in an uninterrupted straight line. Roll 1D6: if roll ≥ distance, direct hit! The target car (and all occupants on its space) crashes (flips belly-up, loses 1 die). Recycled behind you.
Wrench Usable before rolling: fully repairs the car back to 6 dice, flips it upright if crashed, and recycles the wrench onto the track behind you.
Turbo Boost Usable before rolling: your single highest die rolled this turn counts twice. Recycled onto the track behind you.
Bomb / Mine Track hazard: if any car steps onto a mine during movement, roll 1D6. On 1–3, the mine explodes! The car immediately stops, crashes belly-up, and loses 1 die. On 4–6, safe!
Oil Spill Track hazard: stopping on an oil spill causes the car to slide all the way to the next corner and crash (along with any cars already in that corner)!

Setup & Qualifying

  • Starting Grid: Cars start in pit bays behind the finish line.
  • Qualifying Round (Option 101, default: Disabled):
    • When disabled, standard table seating order determines grid position.
    • When enabled, drivers roll push-your-luck dice one by one before the race to lock in qualifying points. Rolling a duplicate busts (0 pts, rear of the grid). Highest score takes pole position (Bay 1).

Turn Sequence

Cars take turns in round-robin order. On your turn:

Crashed Car (Belly-Up)

If your car is crashed, you cannot drive:

  • Click Flip Car Upright to right your car and end your turn without movement.
  • Alternatively, if holding a Wrench , use it to instantly flip the car upright, recover all 6 dice, and drive this turn.

Active Car Turn

Before rolling dice, you may use any collectible item held in your car's inventory:

  • Rocket : Fire at the car straight ahead.
  • Turbo Boost : Activate to double your highest roll.
  • Wrench : Fully repair your car to 6 dice.
  • Fix Car (Action button Fix Car (+1 Die)): If you have fewer than 6 dice and no wrench, you may skip driving this round to take a pit stop and restore all dice back to 6.

Driving (Push Your Luck)

Roll your available dice one at a time:

  • Safe Roll: The die value is added to your Movement Points (MP). You may click Push Luck: Roll Again or click Drive X Spaces to end rolling and move.
  • Duplicate on a Straight (Engine Stall): Rolling a number already rolled earlier this turn while currently on a straight section stalls your engine. Your turn ends immediately with 0 movement.
  • Duplicate in a Corner (CRASH!): Rolling a duplicate number while currently navigating a corner cell causes a violent crash! Your car flips belly-up, permanently loses 1 die (down to a minimum of 1), and ends its turn with 0 movement.

Movement, Bumping & Track Features

  • Movement: When you stop rolling, your car advances forward along the track spaces by your total MP.
  • Item Pickup: Stopping on a straight space holding a collectible item (Rocket, Wrench, Turbo) automatically adds it to your car's inventory.
  • Bumping on Straights: Stopping on a space occupied by other cars pushes those cars 1 space forward. If pushed into a corner, the bumped car (and any cars in that corner) crashes!
  • Corner Collisions: Stopping in a corner space that already contains other cars causes all cars in that corner (including the incoming car) to crash!
  • Circuit 1 (Shortcut & Loop): A one-way shortcut (from space 8 to 36) can be used once per race per car. The loop crossover lets cars cross over the same space.
  • Circuit 2 (Triple Loop): Features three intersecting loop crossovers.
  • Circuit 3 (Gate & Teleport): Stopping on a gate switch opens or closes the gate shortcut. Stopping on a teleport pad ('T') instantly teleports the car to the opposite teleport pad.

Winning the Race

  • Laps: Each time a car crosses the finish line, its lap counter advances. The total laps required is chosen by table option (default: 1 Lap, or 2 / 3 laps).
  • Checkered Flag: When a car completes all laps, it locks in its finishing position (P1, P2, P3...). The race concludes when at most 1 unfinished racer remains.
  • Championship Scoring: Players receive Grand Prix championship points based on car finish rank:
    • 1st: 10 pts
    • 2nd: 8 pts
    • 3rd: 6 pts
    • 4th: 5 pts
    • 5th: 4 pts
    • 6th: 3 pts
    • 7th: 2 pts
    • 8th: 1 pt
  • In Team GP, points for all cars on a team are combined.
  • Tie-Breaker: The player whose single car had the highest individual finishing position wins.

Game Options

  • Track Circuit (Option 100): Circuit 1 (Standard with Shortcut & Loop, default), Circuit 2 (Triple Loop), or Circuit 3 (Gate and Teleport).
  • Qualifying Round (Option 101): Disabled (default, table order) or Enabled (push-your-luck qualifying roll for grid positions).
  • Race Length (Option 102): 1 Lap (Quick Sprint, default), 2 Laps (Short), or 3 Laps (Standard).
  • Special Items & Hazards (Option 103): Disabled (Classic, default) or Enabled (Arcade Battle GP with items & hazards).
  • Cars per Player (Option 104): 1 car per player (Standard Solo, default), 2, 3, or 4 cars per player (Team GP).
  • Item Placement (Option 105): Fixed layout (default) or Random.
  • Track Condition (Option 106): Dry race (default) or Wet race (4 oil spills placed on track).
  • Additional Special Items (Option 107): No (default, 1 set: 2 each) or Yes (advanced rule, 2 sets: 4 each).

Preferences & Interface

  • Car Style (Pref 100): Chibi Kart (default) or Chibi F1.
  • Colorblind Support (Pref 101): Off (default) or Show car numbers on the board.
  • Sound Effects (Pref 102): On (default) or Off.
  • Player Panels & Tooltips: Tooltips in player panels show car status, active/lost dice pips, and detailed descriptions of collected items. You can click an item badge in your panel to pin its description.