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Artificial Intelligence Cars (AIC) V1.2 jcb 8/03/2020 – 14/04/2020


Translated by Sergio Raccampo

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

Example : the yellow car is


the player one against 5
AICs. The 4 speed grants
him the 4th position because
3 cars rolled a lesser speed
(1,2 et 3)

The order of play at start is


the one of the starting grid
because all cars are at 0
speed. For the first turn
ignore the speed number
written on the dice
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2- Player’s car move
The player moves his car according to the standard RALLYMAN GT rules. He must watch at the speed
indicated on the die beside the AIC to determine the order of play and to manage overtakes. He can drive his
car on the AIC’s lane forcing the AIC to change lane to overtake or -at worst- get blocked.

3- AIC move: Basic rules.


At start roll the black die matching the AIC colour and move ahead the car of as many spaces as the
dots on the die. Ignore track symbols.

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

During the following round it will be the white die to be rolled

Example during a white round:

Orange AIC that started in pole position, read 4 dots


on its die, so moved forward 4 spaces maintaining the
same lane and ignoring speed limit on track.

Green AIC had 7 dots on its die: so moved forward


7 spaces maintaining the left lane.

The speed number in the black center suggest


that these AIC already played in this round.
The indicated speed is used for overtakes and to
calculate the next round moving order.

In case of double size spaces, be sure to place the


AIC clearly externally or internally in order to maintain
the same trajectory.

Maintain left lane. Maintain middle lane ------>>>


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4- AIC move: end of movement in a corner space.
When an AIC ends its movement in a corner space and the die indicates a speed higher then the corner
allowed speed, place the die showing the maximum allowed speed in that corner.
If the AIC has a a speed lower or equal to the indicated corner speed, don’t change the die indicated
speed.

Movement ended in 6 speed within a 3 max speed corner: place the die showing number 3

5- AIC move: end of movement beside another car


If an AIC ends its movement beside another car (AIC or player) with a speed lower than the other car, it must
go back 1 space

Example: purple car played after green one:

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.

Example 1 : overtake: expert mode

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

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