Rules

  1. Setup
    1. Print out your character sheets and map
    2. Grab some d6s and small tokens (think monopoly, trouble, etc)
  2. Choose Your Characters
    1. Select one character each. If two people want the same thing, the person who plays fewer racing games gets their choice.
  3. Line up your tokens at the beginning of the race
    1. If you are playing with 4 or fewer players, line them up in line 1 of room 1 of the race. If you are playing with more than 4, stagger the pieces between lines 1 and 2. If you are including NPC racers, add them to the lineup.
  4. Roll Initiative
    1. Roll dice according to the race introduction on the race title card. The player with the most hits starts first, then play goes to their right. If there's a tie, the player with the highest total roll goes first. If that's a tie, the player who says, “Deadly Kobold Racing!” in the best kobold voice goes first. If that fails, flip a coin.
  5. On your turn:
    1. Move
      1. Your gear at the beginning of your turn decides your movement. You can move as many squares as your current gear gives in speed value. Your gear will also give you a number of swerves which allow you to move diagonally or sideways. A swerve or moving forward both take a point of speed.
      2. If you pass over an Item, draw an item card and refer to it's rules.
      3. If you collide with a cart or non-wall obstacle, roll to Collide. Roll off with current gear plus your weight. Whoever gets more hits on a DC 3 wins. They push the loser and do damage equal to the amount they won by. (Ex: if you win by 3, they are pushed 3 and take 3 damage). Either way, you both drop 1 gear.
      4. If you collide with a wall, you roll your gear vs your own physical defense, taking damage as normal. You are set to gear 1.
    2. Action
      1. You may use one action per turn at any point in your movement. In general, you'll be rolling d6s versus a DC. For each hit, you will usually one damage.
      2. If an action is listed as a Full Action, it takes both your action and your move (usually this will be because you also move). A regular action doesn't take your move.
    3. Shift Gear
      1. At the end of your turn, you may shift gear up or down by one. Shifting your gear ends your turn.

NPC Racers

For full races, add four kobold racers below. The majority of the time, you'll use one of each type, however different races may demand different racers.

All kobolds move as follows depending upon how many PCs are ahead of them. They swerve to avoid obstacles. Do not bother with collisions unless they are related to a player (ex: hitting a wall)

0- 2, swerve 1

1- 3, swerve 1

2-3, 3, swerve 2

4+, 4, swerve 2

They attack as follows

Bonk- Takes a whack at the space in front of them, D4

Twang- Shoots an arrow at range 3 in front. D3

Arcane- Throws back a fire burst at range 3 behind. D3

Will- Screams at all surrounding squares, d3

All of them have defense of 3. If they take 2 or more hits, they are spun out and skip their next turn.