RACE, BUMP, WIN!
In 200 MPH , speed around a track at 200 MPH! Interfere and block your opponent, but be careful not to bump into a wall
200 MPH is a basic dice roller using rolls of 1, 2 or 3 to move about the track. Requires a D3 or modified D6 (as noted in the rules).
Play: Take turns rolling the die. Move your car forward the number of spaces rolled. Cars may switch lanes, as long
as movement is continually forward. The winner is the first to cross the finish line.
- Blocked: If all spaces in front of a car are occupied, the car is blocked and cannot move any farther this turn.
- Loose: Cars become loose after bumping into another car or wall. To mark a car as loose, face it sideways.
- Firm: A loose car instantly becomes firm upon rolling a ‘2’ or ‘1’ and moves normally. Firm cars face forward.
- Out of the race: If a loose car is bumped, it is out of the race. To mark a car as out of the race, face it backward.
- Interference: At the start of your turn, any car occupying an adjacent space may interfere once this turn, as long as
they possess an interference token. After you roll, the interferer gives you a token, forcing you to roll again and use the
new result. When multiple players interfere, in turn, roll again each time and use the last result.
Print & Play, Racing · Grid Movement, Race, Roll / Spin and Move, Take That, Variable Set-up
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