Welcome to Street Illegal, Z-Man Games' game of racing on city streets. In this game, players take the wheel of suped-up cars and race through the night to be the best driver in town.
Speed and Respect: The only two things that matter as the roar of your supercharged engines echo around the labyrinthine city streets that is your racetrack. In this fast and furious card game, you and six others race through eight sections of the course, earning chips to accelerate and decelerate to meet the demands of the road. Be the one to hold the lead position after the last track is done to win!
This will be a Play-By-Post Game of Street Illegal for 2 to 7 players, participants from sign-ups.
Street Illegal is a simple game; so simple, the below player mat pretty much handles it all. You and your fellow players are mainly concerned with speed "limits", (not the legal kind!), and road conditions, shown by Track cards, and how you will handle them using the Tempo cards you have at the time.
There are always 7 racers in this game.
The Old Pros start ahead of the players.
In this game, there will be 3 of them.
They get no chips or cards, as they are drawn randomly when you try to pass them.
I will PM your 8 starting Tempo cards.
You will tell me which 3 cards you want to initially place in front of you & where they will be placed; (left, center, right).
Your 3 cards will add up to your total speed, which will be compared to the current Track speed limit, (in this case, 90).
Going over it will cost you chips, of which you start with 3, (1 per 10 MPH over), or car brake damage, (reduced hand size), & reduced speed, your choice.
Of course, speed is key to passing other cars so there's the balancing act.
Realize the first track card will replace one of your initially placed Tempo cards, (in this case the one on the left, indicated by the symbol on the bottom of the first Track card), with a random Tempo card.
Matching the situation to your face-up cards, (in the case of the first Track card, left turn cards), to the current Track card will get you 2 chips per card match; i.e. up to 6 per turn.
Chips are used for increased speed when passing another car or trying to hold another off from passing you.
Upcoming Track cards should be payed attention to as well, in regard to their speed, face-up Tempo card that will be replaced & matching situation symbol.
Let's see what the starting positions are for you wannabes!
Geth roll 4d1000 for K-O-B-G
Phase 2: Driving -
Starting with @Grunt's Ghosts & moving back through the field, you may replace one of your face-up cards with one from your hand, discard & replace any number of cards in your hand or do nothing.
Please post your action in the thread.
Then, you must deal with any excess speed you have, (anything over 90, in this case), by paying 1 chip per 10 MPH over or performing Emergency Braking, which drops your held hand size by 1 card for the remainder of the game, (which also determines how many chips you may play in a Passing challenge), & reduces your speed to below the current limit (90) with random card draws.
FYI - The Situation of the current Track card can now be ignored. It will have no effect on the game from here on out. Only it's speed matters, now. Of course, the next Track card's Situation should be taken into account. (80 MPH limit & discarding your fastest card in-play, due to it being an uphill section, card ties decided by the driver.)
Don't forget, you can use Drive to swap one card first so you can slow down if you want without using all three chips. The advantage to slowing down with chips is that for phase 3 you use you original speed.
Phase 2: Driving -Starting with @Grunt's Ghosts & moving back through the field, you may replace one of your face-up cards with one from your hand, discard & replace any number of cards in your hand or do nothing.Please post your action in the thread.
Then, you must deal with any excess speed you have...
Phase 3: Passing Boozer attempts to pass Obi.
Boozer's doing 100 MPH.
Obi's doing 90 MPH.
Boozer plays 3 chips to Obi's 0.
Boozer passes Obi & may now, if he wishes to attempt to pass Kirindal, reduce his speed by at least 10 MPH with a card replacement from his hand and deal with any excess speed he may have in the current track section, again, (which won't be any because he will have to slow down to at most 90).
Obi is done for the turn, as he lost a passing challenge.
Phase 3: Passing (cont'd) Boozer attempts to pass Kirindal.
Boozer's doing 90 MPH.
Kirindal's doing 110 MPH.
Boozer plays 0 chips to Kirindal's 0.
Kirindal holds off Boozer.
Boozer is done for the turn, as he lost a passing challenge. @Kirindal may now attempt to pass GG.
Phase 3: Passing (cont'd) Grunt's Ghosts attempts to pass Old Pro #3, (no reason not to at least see how fast he may be going).
Grunt's Ghosts is doing 110 MPH.
Old Pro #3 draws 2 cards, initially.
20 Right
10 Downhill
He's doing 30, (less than the limit), so he will draw another card but can only get a 60 max, (he draws a 40 Uphill), & GG passes him, no problem. @Grunt's Ghosts may now, if he wishes to attempt to pass Old Pro #2, reduce his speed by at least 10 MPH with a card replacement from his hand and deal with any excess speed he may have in the current track section, again.
Posts
Street Illegal is a simple game; so simple, the below player mat pretty much handles it all. You and your fellow players are mainly concerned with speed "limits", (not the legal kind!), and road conditions, shown by Track cards, and how you will handle them using the Tempo cards you have at the time.
Card Samples
Tempo Cards -
The Black Hole of Cygnus X-1
http://www.youtube.com/watch?v=N2IWxqvsSY8
The Black Hole of Cygnus X-1
http://www.youtube.com/watch?v=gnA1Q2JvvJo
Oh no.
There are 20 Track cards & 90 Tempo cards.
The Black Hole of Cygnus X-1
I'm in
http://www.youtube.com/watch?v=TF3C7vV1fkY
PSN: Boozer_777
Unfortunately not. I'd love to but playing and running a Twilight Imperium game is taking up all my time now.
Sign me up as the sibling who gets killed during a race so the hero has to go up against his rival.
Revenge is a dish best served fast.
Enjoy this excerpt from the Fast & the Furious: Tokyo Drift script
Cars scream as they drift down the street. Then they drift some more. Cars then drift in an extra cool way. Drifting continues.
This game is more fun than you're thinking.
Strategy, bluffing & math!
:ar!
The Black Hole of Cygnus X-1
The Division, Warframe (XB1)
GT: Tanith 6227
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
The Old Pros start ahead of the players.
In this game, there will be 3 of them.
They get no chips or cards, as they are drawn randomly when you try to pass them.
I will PM your 8 starting Tempo cards.
You will tell me which 3 cards you want to initially place in front of you & where they will be placed; (left, center, right).
Your 3 cards will add up to your total speed, which will be compared to the current Track speed limit, (in this case, 90).
Going over it will cost you chips, of which you start with 3, (1 per 10 MPH over), or car brake damage, (reduced hand size), & reduced speed, your choice.
Of course, speed is key to passing other cars so there's the balancing act.
Realize the first track card will replace one of your initially placed Tempo cards, (in this case the one on the left, indicated by the symbol on the bottom of the first Track card), with a random Tempo card.
Matching the situation to your face-up cards, (in the case of the first Track card, left turn cards), to the current Track card will get you 2 chips per card match; i.e. up to 6 per turn.
Chips are used for increased speed when passing another car or trying to hold another off from passing you.
Upcoming Track cards should be payed attention to as well, in regard to their speed, face-up Tempo card that will be replaced & matching situation symbol.
Let's see what the starting positions are for you wannabes!
Geth roll 4d1000 for K-O-B-G
The Black Hole of Cygnus X-1
^^^ Current Section ^^^
The Black Hole of Cygnus X-1
1st
Old Pro #1
2nd
Old Pro #2
3rd
Old Pro #3
4th
Grunt's Ghosts
Chips = 3
5th
Kirindal
Chips = 3
6th
ObiFett
Chips = 3
7th
Boozer
Chips = 3
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
1st
Old Pro #1
2nd
Old Pro #2
3rd
Old Pro #3
4th
Grunt's Ghosts
Chips = 3 / Speed = 120
5th
Kirindal
Chips = 3 / Speed = 100
6th
ObiFett
Chips = 3 / Speed = 70
7th
Boozer
Chips = 3 / Speed = 100
The Black Hole of Cygnus X-1
1st
Old Pro #1
2nd
Old Pro #2
3rd
Old Pro #3
4th
Grunt's Ghosts
Chips = 3 / Speed = 110
5th
Kirindal
Chips = 3 / Speed = 140
6th
ObiFett
Chips = 3 / Speed = 90
7th
Boozer
Chips = 7 / Speed = 90
The Black Hole of Cygnus X-1
Starting with @Grunt's Ghosts & moving back through the field, you may replace one of your face-up cards with one from your hand, discard & replace any number of cards in your hand or do nothing.
Please post your action in the thread.
Then, you must deal with any excess speed you have, (anything over 90, in this case), by paying 1 chip per 10 MPH over or performing Emergency Braking, which drops your held hand size by 1 card for the remainder of the game, (which also determines how many chips you may play in a Passing challenge), & reduces your speed to below the current limit (90) with random card draws.
FYI - The Situation of the current Track card can now be ignored. It will have no effect on the game from here on out. Only it's speed matters, now. Of course, the next Track card's Situation should be taken into account. (80 MPH limit & discarding your fastest card in-play, due to it being an uphill section, card ties decided by the driver.)
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
Usually better to pay chips than brake to keep speed up.
The Black Hole of Cygnus X-1
Replace 60 Obstacle Middle with 30 Obstacle Middle from hand. Playing 2 chips.
PSN: Boozer_777
Edit: and I will be attempting to pass, I've PM'ed the amount of Chips I'll pay vs ObiFett
PSN: Boozer_777
1st
Old Pro #1
2nd
Old Pro #2
3rd
Old Pro #3
4th
Grunt's Ghosts
Chips = 1 / Speed = 110
5th
Kirindal
Chips = 1 / Speed = 110
6th
ObiFett
Chips = 3 / Speed = 90
7th
Boozer
Chips = 6 / Speed = 100
The Black Hole of Cygnus X-1
Boozer attempts to pass Obi.
Boozer's doing 100 MPH.
Obi's doing 90 MPH.
Boozer plays 3 chips to Obi's 0.
Boozer passes Obi & may now, if he wishes to attempt to pass Kirindal, reduce his speed by at least 10 MPH with a card replacement from his hand and deal with any excess speed he may have in the current track section, again, (which won't be any because he will have to slow down to at most 90).
Obi is done for the turn, as he lost a passing challenge.
The Black Hole of Cygnus X-1
I am attempting to pass Kirindal. Replace Tempo Left (20Right) with 10Uphill from Hand.
I've PM'ed the amount of Chips I'll pay vs Kirindal.
PSN: Boozer_777
Boozer attempts to pass Kirindal.
Boozer's doing 90 MPH.
Kirindal's doing 110 MPH.
Boozer plays 0 chips to Kirindal's 0.
Kirindal holds off Boozer.
Boozer is done for the turn, as he lost a passing challenge.
@Kirindal may now attempt to pass GG.
The Black Hole of Cygnus X-1
Grunt's Ghosts attempts to pass Old Pro #3, (no reason not to at least see how fast he may be going).
Grunt's Ghosts is doing 110 MPH.
Old Pro #3 draws 2 cards, initially.
20 Right
10 Downhill
He's doing 30, (less than the limit), so he will draw another card but can only get a 60 max, (he draws a 40 Uphill), & GG passes him, no problem.
@Grunt's Ghosts may now, if he wishes to attempt to pass Old Pro #2, reduce his speed by at least 10 MPH with a card replacement from his hand and deal with any excess speed he may have in the current track section, again.
The Black Hole of Cygnus X-1