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GHOST_CARS_JCB_V1.2
GHOST_CARS_JCB_V1.2
You need :
6 Indented white dice http://www.blankdice.co.uk/6_Sided_indented_dice/10/
6 indented black dice
One stickers set (appendix 1)
Setup :
For each AIC, prepare the 2 dice of the same colour of the car. They will be used for:
the movement of AIC, counting the dots around the edges
the car speed marker, reading the central number: There are two dice, one black and one white
to match the color of the turn marker
1- Starting grid
Roll the 6 white AIC dice and place the cars in speed order (low first).
Place the “0” speed marker near the player car.
In case of tie between AICs, the player decides the order.
In case of tie between an AIC and a player car, there are two options:
rookie mode: player car is placed ahead the AIC
expert mode: player car is placed behind the AIC
In case of tie between players cars, roll again until tie is broken
At the end of the movement, place the die showing the rolled number beside the AIC just like the speed marker
In case of GT5 AIC, if a 6 is rolled, place the die showing 5
In case of GT4 AIC, if a 5 or 6 is rolled, place the die showing 4
Movement ended in 6 speed within a 3 max speed corner: place the die showing number 3
Purple car cannot end its turn beside the green car whose die shows an higher speed. So it must stop its movement in the previous
space. If another car with an higher speed is again beside the moving AIC, then it must go back another space and so on.
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6- AIC move: a car is on the AIC trajectory
An AIC that reaches another cars overtakes them ignoring their speed, unless it’s the last movement
space (see 5-AIC move: end of movement beside another car). AIC will overtake following this order of
priority:
diagonal shift:
rookie mode: towards the outside of the next corner and continuing movement
expert mode: towards the inside of the next corner and continuing movement
if this movement is impossible, than overtake on the other side
if no movement is possible, AIC is blocked: end of the turn, place the die beside the AIC. If more than a
car is reached during a turn, repeat the same procedure each time.
Green car plays first because it has the higher speed (5). The green die shows a 7 spaces movement: in
picture 4 green car is blocked by the red car after 4 spaces. It shifts to right (in expert mode because the next
turn is a right one) and continue its movement for the 3 remaining spaces. At the end of the green AIC
movement, a black speed marker is placed beside the green AIC.
Example 2 : impossible overtake: Orange car should move 7 spaces, but it’s blocked by red and yellow. End of turn
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Appendix 1 : stickers set
Print on self-adhesive paper to stick on these dice:
https://www.spielematerial.de/en/6-sided-dice-indented-sides.html
http://www.blankdice.co.uk/6_Sided_indented_dice/10/
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Appendix 2 : logigramme