A game about trying to be the fastest as you move through a severe traffic jam. I like it a lot, think it will work well.
Setup
Shuffle the deck of road tiles and place one of them.
Each player receives a unique car tile and places it at the start of the road tile.
Objective
The first player whose car reaches the final road tile wins!
Gameplay
On your turn, move one car, one space. This can be your car or a neutral car, never an opponent’s car.
A space can only be occupied by one car. (Cars can’t move through or over each other.)
If the space you land on has a special action, execute it.
Crucially: each tile has one space that shows a road tile. When visited, place the next road tile after the last one. Place the right neutral cars on the indicated starting locations. Stop extending the road once it is ten tiles long.
Special Actions
- Jump. Move another space, and this time you’re allowed to jump over other cars.
- Slippery. Keep moving one space over slippery tiles, until something obstructs you. (So this isn’t overpowered because you’re also not able to stop anytime you want.)
- Swap. Swap places with another car. (Might need another restriction.)
- Bump. Bump an opponent’s car to an adjacent space.
- Shift Row. Pick one row on the road. Move all cars in that row one space forward or backward.
- Shift Column. Pick one column. Move all cars in that column one space up or down.
- Breakdown. Flip an opponent’s car upside down. It can’t be moved. On their next turn, they can only flip it back up, but not move it.
- Breakdown. Flip a neutral car upside down. It can’t be moved by any action. It takes another breakdown action to flip it back up.
- Vanish. Remove a neutral car entirely.
- Where did that come from? Add another neutral car to your current road tile.
- Emergency Lane. Only applies if you’re behind ( = not the player who is furthest ahead). Skip to any available space on the next road tile.
- Explosion. Any adjacent cars are removed.
- Magnet. Any adjacent cars are moved one space further away. If used by the person in front, however, it attracts cars => @TODO: figure out the specifics of this
EXPANSION: The ability to stack neutral cars underneath you. The more you have, the more spaces you’re allowed to move. (Example: stack of 3 = 3 spaces per turn.) This could be related to “fueling station” / “tank station” actions.
EXPANSION: Different car types. (Some take up two spaces, horizontally or vertically. Some move two spaces at once. Some can only move ahead or only sideways.) => This might be integrated with player cars as well. You may simply pick one type at the start that now belongs to you.
EXPANSION: Being able to hold cars in your hand, or use them as cards to play, or something like that. (Similar thing for road tiles.)
EXPANSION: Actions that trigger when a car leaves a cell? Might be hard to do, because you can’t see what’s underneath something while they’re there.
EXPANSION: This is like “Naivigation” all over again. You can apply this to trains, planes, boats, busses, whatever with the correct rule modifications and theme changes.