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Game Design Showdown April 2006: "Money-Mobile"

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Brykovian's picture
Joined: 07/21/2008

(Note: This Challenge has been completed.)

Game Design Showdown
April 2006 Challenge - "Money-Mobile"

I've seen a lot of auto repair bills lately ... I was curious what the great minds at BGDF might do with such a game ... ;-)

Theme: Running an Automobile Repair Shop
Genre: Board or Card Game; VP Collection

Mechanics Limitations:

  • Best of Both Worlds - Players take on the roll of both an operator of a repair shop *and* as customers of the other players' shops.
  • Bidding & Negotiation - The Game must include both bidding and negotiation elements ... but they can be for different things in the game (ex. bid for spare parts; negotiate on repair costs).
  • Show Me the Money - Some sort of central currency needs to be used ... however, it cannot be the primary source of scoring (no "person with the most money wins").
  • VP Collection - As mentioned in the Genre, above ... winning should be based upon scoring VPs throughout the game.
Start Date: 13-April-2006
End Date: 20-April-2006, Noon EST (approximately)
Voting: 20-April-2006 through 27-April-2006

This Challenge has been completed.

To comment on or critique the entries, use the following thread:


Please be sure to read the GDS Overview thread for more information:

More discussion, questions and "clarifications" regarding this challenge can be found on this thread:



Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #1 - Top Gear

Compete to repair the most valuable cars for the lowest price. Trade parts with other players, buy them wholesale or sell them for scrap. And try not to go bankrupt before the game is over, although that’s not critical. After all, it’s not what you’ve earned but what you’ve done…

?? Car cards (each card requiring various spare parts and worth various VP values.)
One “End of Game” card.
Active player marker.
?? spare part cards (exhaust, brake-pads, spark plugs, battery, jokers etc.)
Money (in a variety of denominations, in units of 10.)

Set Up
The last player to have totaled their car takes the active player marker.
Give each player X money and X spare part cards to begin the game. Each player also receives 2 Car cards. The remaining Car cards are then split into four and the End of Game card is shuffled into the third stack before the cards are restacked and placed in the middle of the table.

Negotiation Round
Advanced game: Each player puts one Car card face-up in front of them.
Each player puts 3 spare part cards from their hand face-up in front of them.
The start player now offers cash and/or any of their spare part cards (in hand and/or in front of them) for all the spare part cards in front of another player (Car cards are not negotiable!)
That player may accept or make a single counter-offer (which must include all their face-up spare part cards) which may be accepted or rejected.
All cash and/or cards are then exchanged. All traded cards remain face-up in front of players and may be used in later deals (even if they came from another player’s hand.)
In clockwise order, each player has a chance to make an offer. Then all spare part cards face-up in front of each player are taken into that player’s hand.
Basic game: The active player chooses a Car card from their hand and places it face-up in front of them.

Repair Round
If the active player does not have a Car in front of them, they must either play a Car card from their hand or pass the active player marker clockwise. Once a player has passed, they cannot re-enter the Repair round even if they successfully bid to repair another Car later.
The active player makes a bid for repairing the Car face-up in front of them.
Bids now proceed clockwise, but each player must bid lower than the previous bid or pass. If they pass they cannot come back in. Continue until just one bidder is left.
The active player now pays the winning bidder the bid amount. The winning bidder gives the start player the indicated number of spare part cards and takes the Car card, which they put face-down in their score pile. They also take the active player marker. If the active player was the winning bidder, then they pay their bid to the bank instead and discard the spare part cards. They keep the active player marker.
The Repair round continues until all players have passed. Players may still have Car cards in their hand at this point. If the End of Game card is on the table, the game ends immediately.

Restock Round
Beginning with the current active player, each player in clockwise order may either buy new spare parts or sell their existing parts for cash. They cannot do both.
Buy cards: Players may take 1 free card and may then buy up to 4 cards for 10,30,60 or 100 cash.
Sell cards: Players may discard any number of spare part cards and take 20 cash for each.
Reshuffle spare part discards if necessary.
In addition, each player must buy enough new Car cards to have two in hand. One card costs 10, two cards cost 30. If a player picks up the End of Game card, they must put it in the middle of the table and draw a replacement card.
A player MUST have at least three spare part and two Car cards in their hand at the end of this round. If they do not have enough cash to buy enough cards then they play no further part in the game until the final scoring round.
The game then continues with a new Negotiation Round.

End of Game
Players now total up the points they have scored from the Car cards they have collected during the game. Cash in hand counts as the tie-breaker. Spare parts in hand are worthless.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #2 - MassaCar

The cars in the small town of Slothville have had enough. Humans talking on cell phones, babies in car seats vomiting in them, the horrors drive time radio and podcasting have all combined to drive the normally placid automobiles into open revolt. Some just seek the gentle rest of the junk yard, others are looking for blood!

Your goal in MassaCar is to help the cars and trucks of Slothville to either bankrupt or murder their drivers.

# of Players: 3-6


Poker chips to represent Money
78 Victory point counters
1 Garage Board
6 Garage Tikis
1 Deck of Car and Driver cards (40 cards)
>> Car and driver cards have several pieces of information on them. The first is a portrait of the passengers in the car. Along with this portrait is the number of VP you get for killing that passenger. Most Cars have 1 passenger, some have multiple. Then there is Cash amount representing the amount of money the driver gets, just under this is a VP amount, representing the amount of VP a player gets for bankrupting the driver. Finally they have a portrait of the car, and any special ability that the car may possess.
1 Deck of Ailment and Accessory cards (80 cards)
>> Ailment cards have the title of the card, a little cartoon, a repair cost, and a small chart of possible outcomes for the revolt roll. Accessory cards generally have a cost and a special ability printed on them.

Game Play:

Set up: Each player is given 3 starting victory points. A pool of victory points is put on the garage equal to 10 times the number of players.

Step 1: Any players without a car and driver card draw one from the deck. Players take amount of Cash indicated on the card. This represents the budget of the Car’s owner.

Step 2: All cars not in the shop are considered “On the road”. The players flop over 1 Ailment card for every car on the road that turn. All the players who are on the road look at the cards. These players must then negotiate and decide which player gets which card. Each player must take exactly one card. A majority of players must agree on the card division. If no agreement can be made, the player with the least number of victory points divides the cards as they see fit. If there is a tie for least victory points, then the cards are distributed randomly to the players. Cars in the shop do not vote or receive cards.

Ailments and Accessories are then put on the cars. Accessories must be paid for at this point from the pool of money left for the cars owner. If the player cannot afford to pay the car is repossessed, and the player gets victory points from the garage for bankrupting the driver.

Anyone “In the shop” during step 2 pays 1 buck from their driver to represent car rental. A driver may be Bankrupted this way.

Step 3: Roll and Resolve Ailments. Each player on the road rolls a d6 for each ailment on their car. They consult the charts for all ailments currently on their car. There are three possible results.

Running Smooth: The car doesn’t break down just yet. A car running smooth stays on the road.

Breakdown: The ailment gets so bad that the car has to go to the shop. A player rolling Breakdown takes one of the garage Tikis. If more than one Breakdowns are rolled, you don’t take multiple Tikis. The Tiki just represents that the car is in the shop.

Death!: A death result means that all the passengers in the car are killed in a horrible wreck. When the passenger dies the player receives a number of VP as indicated on the card. Some people are more horrible than others and need to die more. Some are nice enough that the car actually feels bad, and you loose VP when they go.

Step 4: Fixing the cars. The Slothtown auto shop is rather overworked and they can only handle one car per turn. Players use a blind bid to determine which car gets fixed. They take any number of victory points in their hand, including zero. The players all reveal at the same time. The player who bids the most pays those points back into the garage. The other players keep their VP.

If 4 or more cars are in the shop at the same time the top two bids are taken instead of a single bid. These two cars are repaired this turn.

The winner of the auction gets his car repaired. They must pay the garage the cost of repair on all Ailment cards. If this bankrupts the driver they get the Bankruptcy VP shown on the car and driver card.

Repaired cars are on the road for the next turn.

All other players remain in the shop, and are not considered “On the Road” next turn.

End of turn: After all four steps are done, go back to step one. Wash, rinse, repeat.

Ending the Game: The game ends when all the VP are taken from the Garage.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #3 - TUNE IT UP!

Who will own the most prestigious tuner shop in town? And have the hottest collection of illegal street racers?

Deck of Parts. This deck has cards showing various Street Racing Tuner Parts. Each Part has a value of Prestige Points (PP).and has 5 duplicate cards in the deck.
Deck of Costs. These cards show a large money value the Owners must pay after submitting a winning bid, and a small money value to buy a Prestige Cube. Cost cards also have a reduced Cost rate list, under a heading called "End of Year Sale!" There are also 4 Change of Season cards in this deck.
Bag of Colored Prestige Cubes in Black, Orange, Purple.
Plastic Colored Cars in Black, Orange, Purple.

Shuffle the Cost deck and Parts deck. Place decks facedown. Place Cars and bag of cubes off to the side.
Every player gets $5000 in cash, and draws 5 Parts.
Randomly decide the first Customer.

A player’s score is determined by:
1) SEASONAL POINTS: Players score PP from Unique Parts held in an Owner’s “shop” in hand during a Change of Season. Shops who have Unique Parts are more Prestigious than those who carry Parts that everyone else has.

And at the end of the game:
2) OWNER POINTS: Players score PP from each Car he has worked on as an Owner. Owners open the Car hoods to reveal the Prestige Cubes. Owners score 10 PP for each Car plus 4 PP for each Cube that matches the Car’s color. This represents the reputation on the street that a player’s shop has for rigging cool cars.

3) CUSTOMER POINTS: Player score PP from the Parts cards he has collected as a Customer. These indicate how cool his street racers are. Also, Cars without Prestige Cubes in them subtract 5 PP for having a non-tuned stock car.

At the end of the game, each player announces that he will double the value of either his Customer Points or Owner Points. Whoever has the most total points of Seasonal, Customer, and Owner Points wins the game.

The Customer reveals one of his Parts and asks all the other players, the Shop Owners, how much they will charge to ”install the Part.” All Owners look at the top card of the Cost deck (but not the Customer).

If the Cost Card shows a “Change of Season,” gameplay stops. All players reveal their current Parts held in hand (in their “shop”). Players who have Unique Parts (Parts that no other player has) score the PP shown on the Parts cards. If the fourth Season card is drawn, the game is over. Otherwise, all Parts cards are discarded, and Players draw a new set of Parts cards, equal to the amount of Parts they had plus two. All players get an additional $1000 in cash, and the Customer now starts the phase again.

If it is a Cost card, the large value is Owner must pay (for parts, labor,etc) if he wins the negotiation with the Customer and gets the job. The Owners state their initial bid with the Customer, and can freely change their bids as they all negotiate the price with the Customer. The Owners may offer bids less than or greater than the Cost card value. The Owners may also add Part cards from their own hand to try and sweeten the deal. (“Hey, I’ve got a Mega-Spoiler in the shop, I’ll add it for an additional $100…”). The Customer will have to determine which, if any, bid to take, and agree to a deal from an Owner.

If a deal is reached, the Customer collects all Part cards of the deal and places them to the side, and pays the winning Shop Owner from his cash. The Owner reveals the Cost card, pays the Cost shown to the bank. The Owner then selects any colored Car. The Owner may then “go the extra mile” on the car by spending the small money amount on the Cost Card to draw Prestige Cubes. He can make multiple payments for multiple Cubes. Regardless of money spent for Cubes, the Owner gets one free Cube. The Owner blindly draws the amount of Cubes owed, and hides them in the hood of the newly “worked on” car.

If no deal is reached, the Customer collects a Car without placing any cubes in it and discards his Part.

The player to the left becomes the new Customer.

After the third Change of Season card has been drawn, the Cost values used are the ones listed under "End of Year Sale!"

Example Cost Card:

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #4 - Lemon Lots

(4 players):

Objective: To earn the most points by successfully repairing automobiles

Bits and pieces:
-Automobile cards: Each card has on the front a picture of the car, a value point for that automobile, and the cars “ailments” and required repairs.
-Tool Stamps: Rubber stamps representing various automobile repair shop tools. There are 2 of each tool type. Each tool stamp is labeled with a monetary value from $50-200.
-Repair bill record sheets
-Customer’s wallet held by the banker

Playing the game:

Each player receives $2000 cash to begin; the remaining cash is placed in the customer’s wallet.

Each player draws one tool stamp from a box without looking, that tool is placed in front of them where all other players can see it, and the remaining tools are placed in the center of the table

The top 4 automobile cards are placed in the middle of the table, picture side up with points visible

The player with the crappiest real life car goes first.

On a turn a player can do one of the following:
Purchase tool stamps
Bid on a car repair
Obtain repair services

To purchase tool stamps:
A player chooses the tool stamp they would like to purchase and pays the banker the amount listed as the stamps monetary value. A player may elect to purchase 2 of the same stamps if they choose. Only 1 tool may be purchased on a turn.

To bid on car repair:
The player selects any one of the 4 cars in the middle of the table and gives a repair bid for that car. Once the repair bid for a car has been offered other players around the table may try to underbid the player and take the car away from them. A bidding war then ensues and the car goes to the player with the lowest bid. Play then proceeds to the next player.

Once a player wins a bid to repair a car, they place the car in front of them picture side up. They get a repair bill record sheet and fill in the amount of their bid on the repair sheet and place it with the car card in front of them. The next car card from the draw pile is added to the 3 remaining in the center of the table. Play passes to the next player.

To obtain services:
The back of each car card will list the tool stamps required for repairing that car.
Once a player has won a bidding war they must obtain the tool stamps needed to repair that car before they can collect on their bill or count the car’s points toward their score.
If a player has the stamp for a required tool they may simply stamp the repair bill. If they do not have the stamp, but a stamp is available for sale they may purchase it. If the stamp is in possession of another player they negotiate a price to “rent” the stamp for their bill or they may trade a stamp or offer to stamp another player’s bill in return. A renting player may not charge more than the monetary value of the stamp to rent it.

Repairing a car:

Once a mechanic has all stamps needed to repair the car they turn the bill into the bank to receive payment. They can now count that car as “repaired” and its points count toward the players score

Play ends when the amount of money left in the customer’s wallet is no longer enough to cover existing repair bids

Player with the highest total number of points in his “repaired car” pile wins the game.

Sample hand:

Player one bids “I can fix that yellow Volkswagen beetle for $300”; player 2 bids $250 and wins the bidding war. Player 2 fills in the bid amount on the repair bill. The Volkswagen has a flat tire and will need a jack and a tire iron in order to be repaired. Player 2 owns a tire iron stamp and stamps his repair sheet. Player 3 and player 1 have a jack stamp. On his next turn player 1 asks to rent the jack, Player 3 asks the value amount on the stamp, player 1 asks 5 dollars less. Player 3 pays player 1 and 1 stamps his repair sheet. Player 2 now has everything necessary to repair the car. He submits the bill to the banker and is paid from the customer’s wallet for the repairs. The repaired car then goes into their stack of repaired cars and the points count toward their score.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #5 - Car Shop War

(A card game for 2-6 players)

Too many car shops in a small town can only lead to Car Shop War. As a garage owner, you’ll try to make your rivals lives miserable by taking to their shops cars impossible to repair. But you’re not alone: your rivals will do the same to you, and you’ll only win this war if you manage to find the parts required to fix their cars.

Game money.
A deck of 108 Parts cards (6 copies of three variants of six car parts).

Players receive $ 1000 and 10 face down Parts.
The Parts Shop is set-up by placing the reserve pile in the centre of the table, and three Parts, face up, beside it.

Car preparation
Each player selects five Parts from his hand and places them face down on the table, in front of him. This are the broken parts of the cars they intend to take to their rivals’ Car Shops.
The Parts remaining in their hands will be the parts they’ll have available to fix their rivals’ cars, so they should decide carefully.

Bid to play
Players write their bids on a piece of paper. The highest bidder pays the offered amount to the bank, and decides to which Car Shop he will take his car to.

Take cars to rival shops
The bid winner (from now on “Customer”) turns three of his car Parts face up, and negotiation with the Shop Owner starts, to agree a repair fee. Base value for negotiation is the added value of the three face up Parts; maximum value is twice the base value. If they can’t reach an agreement, the garage owner pays the Customer the base value, the car Parts are discarded and no player receives Victory Points.

On the Car Shop
If negotiation leads to an agreement, the two remaining car Parts are turned face up. If there are more than one Part of the same type, the lower value ones are discarded.

The Shop Owner then tries to fix the car; to accomplish this, he can:

    a) Use Parts from his reserve hand. b) Acquire parts from the other players, at whichever price the involved parties agree.
    c) Acquire parts from the Parts Shop. Face up parts can be bought at face value. The topmost face down Part can also be bought for $ 50. When a face up part is bought, it is replaced with a new Part from the face down pile. The Shop Owner can buy up to 3 parts per turn.
To fix the car, the Shop Owner must match the car Parts with Parts of the same type. This will lead to three possible scenarios:
    a) Successful fix: the car is fixed with parts of equal or higher value. The Customer pays the Shop Owner the repair fee agreed. The Shop Owner receives 1 Victory Point. b) Quick fix: the car is fixed with one or more parts of the same type but lower value than the originals. The Shop Owner doesn’t charge the Customer. No Victory Points are awarded.
    c) Failure to fix: the Shop Owner fails to provide a valid match for each broken part. The Customer receives 1 Victory Point.
All the played car Parts (broken and new) are discarded. The Customer takes Parts from the reserve pile (for free) to replenish his hand of 10 Parts, and selects five of them to assemble a new car. If the Shop Owner has less than 5 Parts in his hand he takes as many Parts as needed from the reserve pile (for free).

A new round starts from the bidding stage.

The first player to earn 7 Victory Points is the winner.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #6 - Lemon Aid

3-6 players

4 Car Damage Dice per Player marked with the following 6 sides:

5 auction/point tokens per Player marked with '5','4','3','2','1' on front and '1 VP' on back
4 Car Tokens per player (in player colour)
Score track and player score markers
52 Deck of Repair Option consisting of 13 of the following cards:

The players take the role of hobby mechanics who love to fix up their old Lemons and take them to the monthly hobby gathering, down at the malt shop. The Lemons barely pass as functioning and must be under constant repair. Players will score Victory Points depending on how repaired their lemon is, which will require help from the other players.

Mechanic Overview:
Players will roll their 4 dice to show what damage their car has. A number of repair options will be turned up and auctioned to the players. The players will then negotiate with each other for the ability to use the repair options. They will use remaining auction chips, now VP, and their own repair options as collateral. When negotiations are done players score based on the state of their 4 dice. The next round begins by re-rolling undamaged dice and discarding used repair options.

Each Player takes Bidding Tokens and Car Tokens or one colour, 4 Damage Dice, and then places their score marker on Zero on the score track. A start player is chosen and shuffles the Repair Option Deck and places it face down within reach.

Game Turn:
Roll for Damage - Initially players roll all four dice to determine their cars damage. On future turns they will roll only the dice which show the Check Mark. These dice are kept open and face up until a die is repaired. When repaired a die turns to the Check Mark.

Bid on Repair Options - Turn over a number of Repair Option cards equal to the number of players plus one. The start player places one or more bid token (number side up) on any repair option card or passes. This continues clockwise until all players pass. Following bids must be higher then the total bid tokens of one player on that Repair Option. Once a player passes they cannot re-enter the bidding.
The player whose bidding tokens total the highest on a card gets that Repair Option. They place all bid tokens on the card aside (until end or turn) and place the Repair Option card face up in front of them. Repair Options not bid on are discarded.

Negotiate Repairs - All players may now negotiate repairs openly, in attempt to fix their cars damage dice with the appropriate Repair Option.
--Only one Car Token per repair option.
--Players may negotiate with their available Repair Options, for VP Tokens (bid tokens face down that were NOT used in this turns Bid on Repair Options) or future favours (which do not need to be fulfilled)
--Players may not place a Car Token on a Repair Option if they do not have the related damage
--Players may place their Car Token on their own Repair Option
--Upon successful negotiation a player will place his Car Token on the Repair Option and transfer any VP tokens
Damage = Repair Option
Flat =Tire
Oil = Oil
Rad = Flush
Dent = Paint

Repair - Players turn over their Damage dice to the Check Mark for every Repair Option their Car Token is on that matches the Damage Dice. A player can repair any number of identical damage dice with one matching Repair Option.

Score - Players now display their cars and score depending on the condition they are in.
Check Marks = VPs
4 = 5 VP
3 = 3 VP
2 = 1 VP
1 = 0 VP
0 = -2 VP (players can not go below zero on the score track)
In addition, players score 1VP per bidding token not used or obtained through negotiations.

End of Turn - Start player becomes the player to the right of the previous start player. All bidding tokens are returned to the players. Used Repair Options are discarded. Unused repair option remain for the next round (there is no limit to the number of unused repair options a player has). All Car tokens are returned to players. Unrepaired Damage Dice remain for the next turn (Check Marks will be rerolled – sh*t happens)

End Game
The game ends at the end of the 8th turn. This represents a season of car repairs and shows. The player with the most VP wins. Ties are shared.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Entry #7 - Sunday! Sunday! Sunday!

The summer is heating up and we have another great line up of Amateur SMASH-UP-DERBY. So get your car ready and register TODAY!

3 to 5 players
90 Minutes

Object –
Earn the most victory points repairing cars during the 12 weeks of summer at the Amateur SMASH-UP-DERBY.

Parts –
Victory point track board and point markers for 5 players. This shows which week the players are in, what day of the week, and how many Victory Points they currently have. It also shows them how much cash they will get from their own smash up derby race winnings.

Deck of Customer cards. These are jobs that are bid on and completed by the players to earn money and Victory points. The top money value is the minimum that job will pay. The middle value is default value. The 3rd value is maximum.

Deck of Master Mechanic cards. These give your shop extra capacity or other features.
Dozens of small brown wooden cubes. These represent boxes of car repair parts.
20 auto repair-shop boards. These show the players current repair jobs and how soon they will be done. Up to 4 for each player.

Set Up –
• Give each player 1 auto repair-shop board.
• Put the Victory point board in the middle.
• Put one point marker for each player on the 0 of week 1.
• Give each player some money.
• Put the week marker on Monday.
• Give each player some boxes of parts.
• Deal 5 customer cards to each player.

The game is played in 6 phases per week:

Monday –
Each player draws up to 5 cards.
Move the week marker to Tuesday.

Tuesday –
• Players can buy Parts.
• Players can hire Master Mechanics. You can only have one per shop. Put it next to one of your shops.
• Players can buy new shops.
Move the week marker to Friday.

Wednesday –
Each player in turn plays one customer card from their hand.
Move the week marker to Thursday.

Thursday –
• Players can buy Parts.
• Players can hire Master Mechanics. You can only have one per shop. Put it next to one of your shops.
• Players can buy new shops.
Move the week marker to Friday.

Friday –
Each player in turn plays one customer card from their hand.
Move the week marker to Saturday & Sunday.

Saturday & Sunday – Race days for the players.
Move the victory point marker of each player down to the next week paying them from the bank for their racing winnings as they pass through it.
Move the week marker back to Monday.

After the 12th week The player with the highest score wins.

Playing customer cards -
The player playing a customer card chooses one from their hand and lays it where all can see it.

All other players bid from the range of monies on the card. The winner of the bid puts the card on an open labor slot in one of his shops. It has to be a labor slot that is equal or higher than the labor on the card.

Then money bid is put on the card from the bank.

If no one bids then the player that played can have it for the default value.

All players that did not win can move all their cards one position to the right.

Players collect any money from cards that falls off the right side. They also can move their victory point marker to the right one for each unless they are at the end of the week.

NOTE – The above is more of a treatment than a full set of rules. Many of the specifics are missing on purpose.

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"


Each player operates a repair shack that outfits the buggies racing through the wild terrain of Rattlesnake Rally… each player ALSO operates one of those buggies! Each leg of the race can earn you cash for coming in first place, but the fastest routes don’t always have flags on them… and the first player to collect 20 points worth of flags wins the rally!

Cash is used to purchase new parts from the Supplier and from the other players when they are acting as the Mechanic, so it’s up to you to choose the best routes and balance your trip wisely! Start your Engines!


Parts cards. There are 5 different types: Engine, Tires, Shocks, Brakes, and Nitros. They are kept in a deck which is referred to as the Supplier.

Track Cards. Each Track Card shows a selection of routes that players can choose to travel. Each route is marked with the Time to travel, the Parts type that must be spent to travel the route, and how many Flags (if any) are to be won.

Repair Shack. A large card which sits in front of the player who is currently the Mechanic. Before each leg of the rally (except the first), all players have the opportunity to purchase or trade for parts from the Mechanic. The role of Mechanic moves to the right after each round.

The Time Track. Lets you record how much time your buggy has spent traversing each Track Card, and thus determine who wins each Leg of the rally.

Pawns. Each player uses one to mark their progress on the time track.


•Give $10 in cash to each player, and put the rest into a bank.
•Shuffle and place the Track cards face-down in a deck on the table.
•Shuffle the Parts cards and deal a hand of 15 to each player. Put the rest face-down in a deck which will be called the Supplier.
•Lay the Time Track in the centre of the table, and put each player’s pawn on zero.
•Draw the top 3 cards from the Track deck and lay them out vertically to display the upcoming leg of the race.
•Each player keeps 10 cards... this is their Buggy. All other cards are discarded and shuffled back into the Supplier.
• Determine fairly who will start as the Mechanic. Give that player the Repair Shack card.

There are two phases to the game – Racing, and Repairing. They alternate until someone wins the game. Once setup is complete, start the game with a Racing phase.


Each Leg of the rally is divided into 3 branches, represented by the 3 Track cards on the table. We resolve the branches one at a time.

•Each player decides secretly which route they wish to travel, and conceals 1 or more Parts cards (of they type marked on their chosen route) from their BUGGY in their hand.
•All players reveal their concealed cards.
•If a player is the only one to have chosen a route, they claim the points for any flags on that route, and note their score.
•If more than one player has chosen the same route, the players who has comitted MORE Parts cards to the route claims the points for flags on the route.
•If there is a tie, players SPLIT the points, rounding DOWN.
•All players discard the spent Parts cards.
•All players move their pawns forward on the Time Track the number of spaces indicated by the Clock icon on the route they chose.

Repeat the process for the second and third Legs.

After the third leg is over, the player who has the LOWEST number on the Time Track gets a cash bonus and may take $5 from the bank. All pawns are returned to the zero point.

Clear the Track Cards and lay out 3 new ones in the same fashion.


The Mechanic draws the top 5 cards from the Supplier and displays them for the next player, then draws the next 3 cards and keeps them facedown on the repair shack. The Mechanic may peek at these cards. The player may choose to make a negotiable cash offer to the Mechanic for the displayed cards. If an agreement cannot be reached, the player is free to take the cards in the Repair Shack at a cost of $2 each, which is paid to the bank.

Once the Mechanic has completed this transaction with all other players, he repeats it with himself. He passes the Repair Shack card along, and the next RACING phase begins.


When a player reaches or exceeds 20 points worth of Flags, that Leg of the race is completed. At the end of the leg, the player with the most points wins the game!

Brykovian's picture
Joined: 07/21/2008
Game Design Showdown April 2006: "Money-Mobile"

Challenge Results

Based upon the votes I received, we have the following results ...

First Place (25 points on 6 votes) -- Rattlesnake Rally! by OutsideLime (Entry #8)

Second Place (13 points on 5 votes) -- Car Shop Wars by seo (Entry #5)

Third Place (12 points on 6 votes) -- Lemon Lots by ShiftyPickles (Entry #4)

The rest of the scoring went as follows ...

  • Tune It Up! by doho123 (Entry #3) -- 6 points on 4 votes
  • Top Gear by Scurra (Entry #1) -- 4 points on 3 votes
  • Lemon Aid by jstahl (Entry #6) -- 4 points on 3 votes
  • Sunday! Sunday! Sunday! by Xaqery (Entry #7) -- 4 point on 2 votes
  • MassaCar by Jpwoo (Entry #2) -- 0 votes
Feel free to continue the critiquing of the entries here:

Thanks again to everyone!! The May Challenge will be posted in a couple of weeks ... that one will be a more "open" Challenge. ;-)


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