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Gamehelprallymangt

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Rounds

In Rallyman: GT, the order of play isn’t constant - it can, and will, change each round, depending on how the race progresses. To help you to keep track of rounds, we’ve split them into “white” rounds and “black” rounds. A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. The Round marker has a white side and a black side, as do the Gear markers. Gear markers allow you to keep track of the speed of a vehicle in between turns. At the end of their turn each player puts down a Gear marker of the colour of the next round. This allows you to immediately tell who has already played their turn this round. This Round marker is there to remind you which round is in play and therefore which Gear markers indicate if a car has or hasn’t played yet. At the end of a round the Round marker is flipped over and a new one can begin.

At the beginning of each round, you must first determine the order of play.

Determining order of play

In Rallyman: GT, it’s all about speed! Even the smallest difference in your speed or positioning can mean going first in a round or not. Going first gives you the chance to get ahead of your opponents and potentially out manoeuvre them, whereas going last can free up a lot of the track in front of you, giving you more options for your movement. Managing when you want to play in a round can open up some great opportunities during a race! Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.


Order of priority:

SPEED > DISTANCE > POSITION

  1. Speed - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.
  2. Distance - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.
  3. Position - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations


The Turn

During their turns, players will be using the dice available to them to move their car around the track, navigating turns and other drivers whilst pushing themselves as far as possible! Once order of play has been established, each player takes their turn one after the other.

During their turn a player will do the following:

  1. Choose their dice.
  2. Roll their dice and move their car.

Choosing your dice

During their turn, players will use dice to accelerate, brake, and coast their way around the track. As long as you follow a few simple rules, you’re free to combine these dice as you please. Getting creative with your dice combinations is the key to getting ahead! During the game, a player can find all the information they need for their car on their Dashboard.


Overtaking

To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.