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Posted 20 hours ago

CoolMiniOrNot Wacky Races CMNWRA001, Multicoloured

£22.495£44.99Clearance
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ZTS2023
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Each car has abilities which can negate the effect of some traps, and this was only briefly touched upon in the interview. Out of curiosity I would love to see what Peter Perfect’s abilities are, as apart from having a car that can stretch itself into weird shapes to do things, such as walking along a crocodile pit. The only other thing I can remember, is his car randomly exploding through over tuning.

Although he could play a 3rd card, he doesn't have another Prairie in his hand. Thus, his movement is done for the turn. The second card he plays is a Prairie. This would move the Professor to the Farm tile, but it already has 2 Racers on it. So, instead, the Professor moves to the next open space, which is a Prairie. The Racer that triggers this Trap switches places with the closest Racer behind them, up to 3 tiles away. He plays his 1st Movement card, which is a Desert, moving from the Farm onto the Forest tile. Then, he plays is 2nd Movement card, a Forest, to roar through the Forest and onto the next tile! If Rufus had a Prairie card, he could use it for his 3rd Movement on this turn. Races, taking the corresponding Racer Miniature, Racer Dashboard, and the 4 Special Power cards for that Racer. At the beginning of each race, players must place their Special Power cards faceup on each corresponding slot on their Racer Dashboard.Every time a player ends their turn, it's time for The Mean Machine to rip up some road and wreak havoc on the rest of the Racers! If a player's Racer cannot cancel a Trap, it suffers the consequences fully and the player's turn ends. The player may still draw Movement cards to refill their hand as normal. After resolving the Trap card, or if it is canceled, the Trap card is always discarded afterward. After revealing the third card for the Neutral Racers and moving them, also move Dastardly's car according to his normal movement rules. Starting with the Neutral Racer in the' space closest to the Finish Line, they all move ahead 1 space (respecting the next free space rule). Take the Special tiles for the Swamp, Crossroads, Railroad Crossing, and the A.C.M.E. Laboratory and choose 1 at random. Add the chosen Special tile to all 8 of the other Second Half tiles and shuffle facedown together.

Also, the question of why he didn’t just keep moving forward and win every race instead of getting miles ahead then setting a trap is one of life’s great mysteries 🙂 Setup & Rulebook Dastardly then moves to the first Prairie tile ahead of his Mean Machine with no Trap cards already on it, ignoring everything in between.

Dick Dastardly's Traps

Example: Professor Pat Pending begins his turn on a Forest Terrain tile. For his first Movement card, he plays a Desert, and since the first card does not have to match the Terrain tile, he moves ahead to the open space on the next tile, which is a Prairie. If a player has an unexhausted Special Power card for that specific type of Trap, the Special Power card must be flipped facedown and the Trap card is discarded without further consequences. Oho! New to Stardew? Keep me posted on what you think. It can take time to earn things, but other avenues open up (mining, fishing, interacting with townsfolk) to keep you engaged as the in-game days...

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