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Gamehelpnestorgamesgp
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.