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Carmarace by Board To Death TV!

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Board to Death TV
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Hello, my name is Luca,

I am the producer for the online board game review show called Board to Death TV. While playing so many board games and reviewing them with friends, we came up with a great game which we think has everything a game needs, easy to teach, and has awesome artwork by Squish Image.

I am currently engaged with a wonderful woman and co-own a board gaming store with my brother, downtown in Montreal. The store does not make much, but I still enjoy having it. It allows me to meet awesome gamers and create a gaming community here in Montreal. The store is called Chez Geeks... yes I am a Geek and PROUD OF IT!

If you want to know more about me before supporting our board game, check out my facebook and add me. Thanks for the support!

PLEASE GO TO: http://www.indiegogo.com/carmarace

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This game has:

Easy and fast paced gameplay.
Great player interaction. All players are involved, even when it’s not their turn.
Dark humour artwork by Squish Image.
Will teach simple math to young players.
Huge map to explore and race through.
Room for house rules and Expansions.
oh, and did we mention GREAT player interaction!?
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CARMARACE: STAGE 1 – THE BOARD GAME:

Story

In Carmarace, everyone on your block just won the chance to pick up a limited edition collectable at the convention being held on the other side of the continent. There is only one of these collectables up for grabs and the first person there gets it! The problem? None of you have a car…

As players hit the streets, sky, and tracks, they will hop into different vehicles with different “Karma”. You might get really lucky and have a nice open road in front of you… or you might get an old lady crossing he street, which can slow you down. In this race, what goes around comes around. You’ll run into speeding tickets, road blocks, jet fighters, trains, cars, planes, old ladies, etc.

So, hitchhikers, head out there, put your thumb up, and hope for the best!

Carmarace

In Carmarace, you’ll need to strategize which cards to hold, and which to discard. Do you want to advance in the race? Or deal out some bad Karma to the others in front? Which path should you take? Will you risk the high road and take a plane? So many choices and so many ways of running into bad luck.

Expansions will add extra Maps (Stages) and different transportations. More abilities and special board effects such as Tornados and Sand Storms.

Now let us show you the components in detail and explain the gameplay a little.

Components

In the box you’ll get 4 deck of cards.

1 deck of Transportation cards which is what you’ll use to win the game.
3 decks of Karma cards which are cards you can play on your opponents and on yourself. These will help or slow down a player during his move.
Turn phases summary cards for each player.
You’ll also get a board which will be pretty big and will contain the continent on which you are racing on. The board will be split into many different areas for you to enjoy and do some sight seeing.

And finally, you’ll get some dice and pawns.

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"He'll move eventually"

RULES BOOK:

Setup

Place the board in the middle of the table. Shuffle the 4 types of decks separately and place them next to the board. Roll the dice to see which player starts. In clockwise order, players will place their “Hitchhiker Pawn” on one of the starting squares that has a number on it. The number will determine the turn order; so sit around the table accordingly. In turn order, players will now draw cards from the 4 different decks. They can draw from any deck they want, 1 card at a time from any of the 4 decks until they reach their hand limit (See table below). This will be their starting hand.

2 player game = Maximum hand size of 4 cards

3-4 player game = Maximum hand size of 5 cards.

5-6 player game = Maximum hand size of 6 cards.

A Player’s turn

There are five phases in a player’s turn, which must be played in order:

Draw
Transportation
Karma round
Movement
Discard to draw
1- Draw:

The player may draw up to his maximum hand size from any of the decks. He may draw one card and look at it before drawing another one from any of the decks, but he can never hold more than the maximum hand size.

2- Transportation:

The player may play one Transportation card face up in front of him and can also play one Karma card to the right of that Transportation card (Only if the Karma limit on that card allows him to).

3-Karma Round:

In clockwise order, starting from the player to the left of the current player’s turn, a player may play one Karma card next to the last Karma card played, or he can say “Pass”. Players cannot play any Karma cards if the Karma limit on that Transportation card has been reached.

For example: If there are four karma cards on a car that has a Karma limit of 4, then you can’t play any more Karma cards and must say “Pass”.

The Karma round can go around the table many times before ending, but passing your turn takes you out of the Karma round. When playing a card, carry out the effect written on the card.

Some cards are played on top of previous Karma cards. These cards do not add to the Karma limit, they simply replace the card under it. The player who played the transportation card is also involved in the Karma round and is able to play Karma cards on his own transportation.

If all players, including the current player, say “PASS”, the Karma phase ends (go to next phase).

4-Movement:

If some of the cards in the playing area say to “remove” cards, discard those cards.

Then add or subtract the Speed values on the Karma cards to or from the Speed of the Transportation card: this will give you a value. You can move your pawn up to that many spaces on the board. Once you’ve moved your pawn, discard all cards used in this Movement and place them in the discard pile of the appropriate decks. Some transportation cards can stay in play (The City Bus & The Taxi Cab).

5- Discard to Draw

At the end of your turn, you may discard up to 2 cards and draw that many from the decks available. Again, you can draw a card, look at it, and then continue drawing from any of the decks.

The next player may now begin his turn. Play will go on until a player reaches the finish line. You may also continue racing to see who comes in 2nd, 3rd, and so on.

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MAP LEGEND:

STOPS: (Train Crossings) A player on the road must stop his movement on the space with a Stop sign, regardless of his movement speed. This does not apply to cards that say “Ignores Train Crossings”.

BLUE ARROWS: When your pawn comes across an Arrow sign, you must roll a die and follow the directions written on the board’s GPS. Rolling an odd or even number will determine which direction the driver will go. If you decide to stop your movement on a space with the arrow, or if you end your movement on this space (which means you are getting out of the vehicle) you may choose in which direction you want to go during your next Movement phase. If you are starting your turn on a blue arrow, you decide in which direction to go.

ROADS: Grey road spaces are only to be used by vehicles like cars, trucks, bikes and other road vehicles. These cards have a grey background.

TRAIN TRACKS: Tracks are only to be used by trains. These cards have a brown background. You can only use a train movement if you are on a road adjacent to a train station (T). The train station counts as one movement point for trains.

THE SKY: The sky spaces are only to be used by Plane cards. These cards have a blue background. The rules are the same as with train tracks but instead of train stations, you must be adjacent to an airport (A). The airport counts as one movement point for planes.

TIES: Whenever there is a tie for whatever reason, players take a vote on what happens.

For example: A player must move to the closest road, but because there are two of them at the same distance, players vote to see where that hitchhiker will end up.

MOVE TO CLOSEST…Some cards might make you move to closest road or track. When this happens, backtrack to the closest spot. This spot can’t be a spot that would make you advance farther (there are no shortcuts in this game… yet).

ROLL A DIE: When a card says to roll a die, the player who played the card rolls the die. The die us usually placed on top of the card to remember what was rolled.

Argue amongst each other which spot is closest, or take a vote.

senorbaub
senorbaub's picture
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Joined: 08/20/2011
one thing that stands out

After reading about this project I think the game has an interesting premise but there is one thing that really stands out to me as being a little off and that is how the name is. spelled. Because the words 'carma' and 'race' are put together when I read the name it looks like the name of a city in Egypt somewhere. Just thought I would pass it on.

AndyGB
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Joined: 10/05/2011
Sounds great - One idea

Hi BtDTV,

Your game sounds really promising. I had one idea that I thought I'd share... it sounds like you have everything fleshed out though already, so please feel free to totally disregard. It might be annoying to have someone look at your rules for three minutes and say "but hey did you think of doing this?" Sorry if so.

Okay, disclaimer aside, I think it would be cool if the person on whom karma kards were played gets to keep them in his hand. Or keep one of them, something like that. Then it really would be a case where the killer card you just played could come back to bite you.

Karma's a bear...

Cheers, and best of luck,

AndyGB

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