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Publish nestorgamesgp rules from repository GAMEHELP.wiki |
Publish nestorgamesgp rules from repository GAMEHELP.wiki |
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==Goal== | == 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 == | |||
{| class="wikitable" style="margin: 1em auto; text-align: left;" | |||
! Component !! Visual !! Description & Rules | |||
|- | |||
| '''Formula Racecar''' || [[File:Nestorgamesgp_car_red.png|28px|middle]] [[File:Nestorgamesgp_car_blue.png|28px|middle]] || Each player controls 1 car (or 2–4 cars in Team GP). Each car starts with 6 dice [[File:Nestorgamesgp_die.png|20px|middle]]. Crashed cars flip belly-up. | |||
|- | |||
| '''Speed Die (D6)''' || [[File:Nestorgamesgp_die.png|28px|middle]] || Rolled one by one on a turn to accumulate Movement Points (MP). | |||
|- | |||
| '''Rocket''' || [[File:Nestorgamesgp_item_rocket.png|28px|middle]] || 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''' || [[File:Nestorgamesgp_item_wrench.png|28px|middle]] || 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''' || [[File:Nestorgamesgp_item_turboboost.png|28px|middle]] || Usable before rolling: your single highest die rolled this turn counts twice. Recycled onto the track behind you. | |||
|- | |||
| '''Bomb / Mine''' || [[File:Nestorgamesgp_item_mine.png|28px|middle]] || 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''' || [[File:Nestorgamesgp_item_spill.png|28px|middle]] || 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== | == 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''' [[File:Nestorgamesgp_item_wrench.png|20px|middle]], 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''' [[File:Nestorgamesgp_item_rocket.png|20px|middle]]: Fire at the car straight ahead. | |||
* '''Turbo Boost''' [[File:Nestorgamesgp_item_turboboost.png|20px|middle]]: Activate to double your highest roll. | |||
* '''Wrench''' [[File:Nestorgamesgp_item_wrench.png|20px|middle]]: 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 [[File:Nestorgamesgp_die.png|20px|middle]] 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. | ||
* ''' | |||
* ''' | |||
* ''' | |||
* ''' | |||
Latest revision as of 13:51, 2 November 2026
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
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.