In my last post Roy asked if there was rules for sky surfing competition, I haven't seen any but came up with the following set of rules
SET UP
Select a size of gaming surface, and then set up a route placing an obstacle between 12 and 18 inches from the start line, and then every 12-18 inches after that, an example of this is shown below.
Now you could do this with a cityscape or desert with rock formations as obstacles, it all depends what you have available.
MOVEMENT
There is four levels of speed, slow up to 12 inches, medium 12-18 inches, fast 18-24 inches, and push your board to the limit where you roll a D6 and add the number you rolled to the 24 inches, unless you roll a 1 where you wipe out at the 24 inch mark.
MOVING THROUGH OBSTACLES
To move through an obstacle safely roll a D6 on a roll of 3 + for slow speed you make it, 4+ for medium, 5+ for fast, and 6 for push your board to the limit
TURNING
Up to a 180 degree turn roll a 2+ at slow speed, 3+ medium speed, 4+ fast speed, and 5+ pushing your board to the limit.
Anything over a 180 degree turn 3+ at slow speed, 4+ medium speed, 5+ fast speed, and 6 for pushing your board to the limit.
Before you move your model, or measure any distances announce what speed your going to do.
WHO GOES FIRST
Each turn roll for initiative by dicing off, this adds another element to the game allowing the person who went last in the first round, the chance of going first in the second round as they make a move to win the competition.
You can make the course one lap or two or as many as you want.
WIPE OUT
If you fail a manoeuvre you've wiped out, this can have several levels as follows
Roll a D6 on a 1 or 2 you fall off your board, and will take a turn to climb back on your board, 3 or 4 you knock yourself unconscious spend two turns to regain consciousness and climb back on your board, 5 or 6 TOTAL WIPEOUT they will talk about your legendary exploits around the camp fire for years to come.
Feel free to utilise these rules if you want, or change them about to suit what you would like, you could add in special skills for certain surfers that modify the rolls he makes, until next time have fun !
Cheers Dave
SET UP
Select a size of gaming surface, and then set up a route placing an obstacle between 12 and 18 inches from the start line, and then every 12-18 inches after that, an example of this is shown below.
Now you could do this with a cityscape or desert with rock formations as obstacles, it all depends what you have available.
MOVEMENT
There is four levels of speed, slow up to 12 inches, medium 12-18 inches, fast 18-24 inches, and push your board to the limit where you roll a D6 and add the number you rolled to the 24 inches, unless you roll a 1 where you wipe out at the 24 inch mark.
MOVING THROUGH OBSTACLES
To move through an obstacle safely roll a D6 on a roll of 3 + for slow speed you make it, 4+ for medium, 5+ for fast, and 6 for push your board to the limit
TURNING
Up to a 180 degree turn roll a 2+ at slow speed, 3+ medium speed, 4+ fast speed, and 5+ pushing your board to the limit.
Anything over a 180 degree turn 3+ at slow speed, 4+ medium speed, 5+ fast speed, and 6 for pushing your board to the limit.
Before you move your model, or measure any distances announce what speed your going to do.
WHO GOES FIRST
Each turn roll for initiative by dicing off, this adds another element to the game allowing the person who went last in the first round, the chance of going first in the second round as they make a move to win the competition.
You can make the course one lap or two or as many as you want.
WIPE OUT
If you fail a manoeuvre you've wiped out, this can have several levels as follows
Roll a D6 on a 1 or 2 you fall off your board, and will take a turn to climb back on your board, 3 or 4 you knock yourself unconscious spend two turns to regain consciousness and climb back on your board, 5 or 6 TOTAL WIPEOUT they will talk about your legendary exploits around the camp fire for years to come.
Feel free to utilise these rules if you want, or change them about to suit what you would like, you could add in special skills for certain surfers that modify the rolls he makes, until next time have fun !
Cheers Dave
Cheers Roger.
I'm sure lots of us would say your fun Roger
It would certainly be easy to create a course set out on a section of the Cursed Earth using your Death Valley terrain pieces (anyone reading this who subsequently buys said WTW terrain pieces, let Dave know that it was my salesmanship that sealed the deal so I can claim commission, lol :P )
[this is a joke. just to make sure people recognise it as such]
Will keep you informed on the commissions ! LOL
Its also making me remember a scene in that film where there's a jump, or was it just an out of control move resulting in a jump, allowing a possible over-take to take place. Such a move in a game should feature a certain risk of failure involved in trying such a stunt, but if it comes off safely and correctly the reward should be worth it. Ah, possibly I should move along swiftly, lest I start to think too deeply about aerobatic racing games - I (and probably everyone else) don't need another project on the go.
I think all of us can fall into that trap of that sound's cool and yet another project starts to take over all the projects we were already working on, I really try to limit personal projects as with the number of business projects on the go doesn't allow time for much else !