Darkson wrote:Mainly notes for myself so I remember!
1. You don't move a vehicle until 1.7 of Movement, which is after dice rolls etc, so don't cause a collision as soon as the template is put down (you may Slide out the way for example).
2. Don't have to roll all (or any) Skid dice.
3. Shift results are used before Spin/Slide, so if using Slide/Spin those Hazard markers can't be removed this phase.
4. Spin of 0 degrees is allowed.
5. Slide after straight then spin 90 = longer distance
1 Just my way of playing it. Yes you dont move the vehicle until you have placed a slide if required.
2 Correct - with a basic track like we had just roll all of them and see how it goes. In a more complex track or if you have a lot of hazards roll less (tactical driving).
3 As we played you are not able to cancel the hazard from the spin/slide. It got added on at the end.
You can shift a Hazard already on the vehicle to then add on after the spin/slide. Of course you got to have one in the first place.
Having 5 hazards on a vehicle is crap situation. Sometimes best to clear some and stay at lower gear than WIPEOUT trying to go faster.
4 Yep sort of a stupid rule. But you do gain a haazard.
5 Yep best way of getting further along the track. Of course you do end up with 2 hazards for doing it. And you have to roll equivalent of a 2 and 3 (page 12)