Mars Cars!

On Mars, it is said that an under ground junk racing circuit had began to get popular for a while. Martians would take junk and build a vehicle and race them, gaining prestige among their peers. Though sometimes it may not be the one that reaches first place that wins the prestige…

Mars Cars is a classic roll and move game designed using the components of the Pyramid Arcade set- where you pit your tree against your opponent’s trees. Getting to the goal first is important but so is keeping all of your tree. Will you score the most points at the end?

*Special thanks to the Starship Captains facebook group – Lelia for the new name, Jason for additional ideas and bug fixes 🙂

Items needed-

One trio per player. Each trio must be a different color

2 six sided dice

Color Die

Zark City deck

Set up- Pick one of the ace’s to form the goal. Then create the rest board by drawing cards from the Zark city deck. After you draw enough cards (you determine what your track will look like) re-position the cards so that two colors are not next to each other and move some lower numbers near the starting space so it will be easier to get into the game.

Finally place your pieces next to the starting space.

My test board was set up as follows:

With the finish line being:

Each card has a color and a number. Jack, Queen and King cards count as 11, ace as 12.

During your turn, you roll the dice.

You may move to the next space on the board if:

- one of your dice has a number that is equal to or higher than the next space
- if two dice added together have a higher number than the next space or
- if you have the same color as your color die result.

You may use any combination of the dice to move up to 3 spaces on your turn. If you cannot move at all during your turn, you can either pass or take a “Split” action- leaving one of your pieces behind to move one space forward. You have to leave the lowest pip pyramid behind if you choose to move this way. If you only have one pyramid left, you cannot take the split action.

Moving examples

Example one:

In the beginning of the game, Red goes first. Red’s player has rolled a green, a two and a one. Red can only move one space this turn, as the two and one cannot combine to make a equal to or higher number than a 4. Green is used to move the player one space.

Example two:

If red had rolled a two, a six and a purple, Red would be able to utilize each of the dice in order to move three spaces.

Split examples

Lets say the game has gone on some, and you have the following situation.

As Red, you have rolled a six and a one and a blue however your next space is a green nine. Unfortunately you will be unable to continue in the normal fashion. You will have to either take a split action or pass this turn.

You decide to take a split action, moving your pieces forward and leaving behind your small piece.

*replacement image coming soon.

Goal: Your goal is to score the highest at the finish line. Although arriving at the finish line first gets you some prestige, it is not the only way to win…

First place nets 2 points, second place nets 1 point, third and beyond get no additional points. For each pip your racer has at the end of the game, you also score an additional point. Ties go to the player that takes first place if a tie were to occur..

End game example

Lets say at the end of the game, Red has made it to the goal with only their large. Green has arrived with a large and a mid.

*replacement image coming soon.

Red would score a total of 5 points. (large is worth 3 points with two additional points for first place).

Green would score a total of 6 points. (large is worth 3 points, medium is two points and second place is 1 point).

Green wins.

Optional rules

Advanced scoring- the player that arrives first scores one point for every turn it takes your opponent to finish.

Mars car customization- These rules allow you to gain a benefit depending on how your mars car is constructed. Either way, if you chose this rule, you will only be able to play using pyramids that match colors represented by the color die. (red, blue, green, yellow, purple)

You can do this one of two ways:

- Basic-If you chose this rule, you are allowed to skip one space per turn that matches your mars car.
- Advanced-Your group can take this one step further by allowing complete customization. This will allow you to use multi colored mars cars. Each player must use a different colored small piece to keep track of themselves. If you chose this rule, you are allowed to skip one space per turn that matches one of the colors of your Mars Car. This rule makes the split action a tough choice. Sometimes it may be better to lose a piece if you are stuck on a tough space but you also lose the benefit of one of your colors each turn.

Advanced rules- coming soon.