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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 high-speed Formula racing game designed by '''Néstor Romeral Andrés'''. Players control racecars circling asphalt circuits, pushing their luck with dice to overtake rivals, drafting, using weapons and gadgets, and avoiding fatal high-speed corner crashes to be the first driver to complete '''3 laps''' (or the chosen target lap count) and take the checkered flag!
'''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 ==
== Components & Hazards ==
{| class="wikitable" style="margin: 1em auto; text-align: left;"
{| class="wikitable" style="margin: 1em auto; text-align: left;"
! Component !! Visual !! Role & Effect
! Component !! Visual !! Description & Rules
|-
|-
| '''Red Formula Car''' || [[File:Nestorgamesgp_car_red.png|28px|middle]] || High-speed racing machine. Flips upside-down when crashed.
| '''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.
|-
|-
| '''Blue Formula Car''' || [[File:Nestorgamesgp_car_blue.png|28px|middle]] || Competitor racecar. Bumping into cars shoves them down the track.
| '''Speed Die (D6)''' || [[File:Nestorgamesgp_die.png|28px|middle]] || Rolled one by one on a turn to accumulate Movement Points (MP).
|-
|-
| '''Speed Die (D6)''' || [[File:Nestorgamesgp_die.png|28px|middle]] || Roll one by one to determine movement speed (up to 6 dice).
| '''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.
|-
|-
| '''Rocket''' || [[File:Nestorgamesgp_item_rocket.png|28px|middle]] || Fired before driving at a car ahead in a straight line; roll ≥ distance to hit and crash it.
| '''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.
|-
|-
| '''Wrench''' || [[File:Nestorgamesgp_item_wrench.png|28px|middle]] || Use before rolling: instantly flip your car upright and restore all 6 dice.
| '''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.
|-
|-
| '''Turbo Boost''' || [[File:Nestorgamesgp_item_turboboost.png|28px|middle]] || Use before rolling: your single highest die rolled counts twice this turn.
| '''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!
|-
|-
| '''Bomb / Mine''' || [[File:Nestorgamesgp_item_mine.png|28px|middle]] || Hazard on track: drive over it and roll 1–3 to trigger an explosion, crash, and lose 1 die.
| '''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)!
|-
| '''Oil Spill''' || [[File:Nestorgamesgp_item_spill.png|28px|middle]] || Hazard on track: stopping on an oil spill causes your car to slide to the next corner and crash.
|}
|}


== Race Setup & Qualifying ==
== Setup & Qualifying ==
* At the beginning of the race, drivers make a qualifying roll to determine grid positions.
* '''Starting Grid''': Cars start in pit bays behind the finish line.
* Each player starts in their designated grid stall with '''6 dice''' [[File:Nestorgamesgp_die.png|20px|middle]] and '''3 lap discs'''.
* '''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 ==
== Turn Sequence ==
If your car is currently '''crashed (belly-up)''', your turn is spent righting the car: click to flip it upright and pass the turn without movement (unless using a Wrench [[File:Nestorgamesgp_item_wrench.png|20px|middle]]).
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.


Otherwise, choose one of two options:
=== 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.


=== 1. Fix Your Car ===
== Movement, Bumping & Track Features ==
Instead of driving, you may retrieve 1 lost die from your pit box back into your active dice pool. Your car remains stationary this round.
* '''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.


=== 2. Drive (Push Your Luck Rolling) ===
== Winning the Race ==
Roll your dice [[File:Nestorgamesgp_die.png|20px|middle]] one at a time, up to your total available dice count:
* '''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).
* After each die roll, decide whether to '''Stop''' or '''Roll Another Die'''.
* '''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.
* '''Safe Driving (No Duplicates)''': If you stop with all distinct numbers rolled, sum the face values and advance your car forward along the track spaces by that exact total.
* '''Championship Scoring''': Players receive Grand Prix championship points based on car finish rank:
* '''Spinout on a Straight (Duplicate Number)''': If you roll a number already rolled earlier this turn while entering or travelling on a straight, your engine stalls! Your turn ends immediately and your car stays in place without moving.
** '''1st''': 10 pts
* '''Crash on a Corner (Duplicate Number)''': If you roll a duplicate while your move enters or navigates a red-and-white corner section, your car '''crashes'''! Flip your car belly-up, lose 1 die to the pit box, and immediately end your turn.
** '''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.


== Bumping, Collisions, and Drafting ==
== Game Options ==
* '''Bumping on Straights''': If your car ends its movement on an occupied space on a straight section, you bump that car forward 1 space. If that space is also occupied, a chain reaction bumps subsequent cars forward.
* '''Track Circuit''' (Option 100): Circuit 1 (Standard with Shortcut & Loop, default), Circuit 2 (Triple Loop), or Circuit 3 (Gate and Teleport).
* '''Corner Collisions''': If a car is bumped into a corner cell, or lands on a car occupying a corner, both cars crash!
* '''Qualifying Round''' (Option 101): Disabled (default, table order) or Enabled (push-your-luck qualifying roll for grid positions).
* '''Drafting (Slipstream)''': Starting your turn directly behind another car grants aerodynamic slipstream bonuses.
* '''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).


== Winning the Grand Prix ==
== Preferences & Interface ==
Each time your car crosses the finish line at the end of a full circuit, you clear 1 lap. The first driver to complete all 3 laps wins the Grand Prix! Remaining racers complete the current lap to determine podium placements.
* '''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

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.