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Rem Racers Rules

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0% found this document useful (0 votes)
220 views20 pages

Rem Racers Rules

Uploaded by

silmo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RULEBOOK

INDEX
REM RACERS............................................................................................................3 HACKER-PILOTS....................................................................................................11
Skills List................................................................................................................................ 11
GAME OBJECTIVE...................................................................................................3
EQUIPMENT CARDS................................................................................................12
WHAT IS A REM RACER?.......................................................................................3 Attacks................................................................................................................................... 12
Software................................................................................................................................. 13
CONTENTS................................................................................................................4 Deployable Weapons.......................................................................................................... 13
Template Weapons............................................................................................................. 14
SETTING UP..............................................................................................................5
CRASHING...............................................................................................................15
BASIC CONCEPTS.....................................................................................................6
DESTROYED REMOTES...........................................................................................17
REMOTES...............................................................................................................6
LAST ROUND...........................................................................................................18
RACETRACK............................................................................................................7
Sectors................................................................................................................................... 7 STAGED RACES......................................................................................................18
Equipment cards.................................................................................................................. 7
Inner walls............................................................................................................................. 7 EXAMPLE CIRCUITS................................................................................................19
Redirection Zones................................................................................................................ 8
Inner/Outer............................................................................................................................ 8 QUICK REFERENCE CHARTS....................................................................................20

THE GAME.................................................................................................................9

INITIATIVE ORDER..................................................................................................9

PLAYER TURN........................................................................................................9

CREATED BY DESIGN DIRECTION Special Thanks To The Rest SCULPTING DEPARTMENT PLAYTESTING AND PROOFREADING
Fernando Lago Alonso Luis González Of The Corvus Belli Staff José Pedrosa, Antonio Moreira Marcos Bello, Miguel “Commander Frost”
PUBLISHER LOGO AND BOX DESIGN GAME DEVELOPMENT Groba, y Jorge “JMGDIXCONTROL” Moral,
Corvus Belli S.L. Hugo Rodríguez, Luis González, Jonathan PRODUCTION MANAGEMENT Gutier Lusquiños, Francisco José Arjones, Adrián Alonso, Sabela Álvarez, Fernando
PROJECT DIRECTION Pardo Alejandro Quinteiro, David Anta Juan Lois Rey, Jesús Fuster, Alberto Abal, Lago, Brais Pérez, Mariló Requejo, Sandra
Fernando Liste LAYOUT PROJECT MANAGEMENT Marcos Bello, Laura Castro Royo Rubio, Rubén Vila
GAME DESIGN Hugo Rodriguez, Jonathan Pardo, Luis Iago Costas OP MANAGEMENT
Fernando Lago Alonso González, Carlos Llauger PRODUCTION Juan Lois Rey Rem Racers Is A Trademark Of Corvus Belli
ART DIRECTION GRAPHICS Andrés Villar, Aránzazu Mallo, Barbara ADMINISTRATIVE MANAGEMENT S.L. Polígono Industrial Castiñeiras Nave
Carlos Torres Hugo Rodriguez, Jonathan Pardo, Luis Santos, Belén Paz, Catalina Rodal, Daniel María Araujo, Begoña Liste, Nuria Gayoso 19, 36939 Bueu, Po. España. All Rights
CONCEPT ART González, Carlos Llauger García, Diego Rivero, Jesús Soliño, Jorge HR DIRECTION Reserved: Copyright 2023 Corvus Belli S.L.
Carlos Torres, Alberto Abal EDITION Moral, José Ángel García, José Luis Santos, Silvana Martínez
COVERT AND ILLUSTRATIONS Jesús Fuster, Ian Wood, Fran Arjones, José María Fernández, Manuel Iván López, MARKETING AND COMMUNICATION Any Unauthorized Reproduction, Copying,
Chester Ocampo Juan Lois, Gutier Lusquiños, Jonathan Hart, María Del Pilar Rivero, María Torres, Miguel DIRECTION Transmission Or Stocking Of This Book Or
TILES Gerald Bonner Groba, Roberto Míguez, Manuel Valladares, Belén Moreno Any Part Thereof Is An Infringement Of The
Javier Macías “Maz!” TRANSLATION José Manuel Pereira MARKETING AND COMMUNICATION Relevant Copyright And Will Subject The
Nicolás Manuel Toso MOLDS Édgar González, Inma Lage, Carlos Llauger, Infringer To Civil And Criminal Penalties.
SCULPTOR Eduardo Brinso, Carlos Fernández, Arsenio Carlos Morales, Vanessa Onorato, Cora Diz Printed In China
Antonio Moreira García, Cristina González, Cruz Losada, SALES MANAGER www.infinitytheuniverse.com
Esteban Pedrosa, Socorro Pena Mar Larrea www.corvusbelli.com
With only three laps remaining, the Haqqislamite Remote passed Olga Stolyarova’s with a clean inside overtaking
maneuver that put Zoubi in the lead position, which she would keep until the end of the race. The young Noor Zoubi is
challenging the hegemony of the Nomads’ Voltage team and their star, Olga Stolyarova, breaking their uninterrupted
winning streak. The Basha’ir Velocity team is having a sterling season, climbing the rankings in a spectacular fashion
as they set-up their competition Remotes. Money from the Haqqislamite pharma industry seems to be pouring
endlessly into the team, as evidenced by... [More]

GAME OBJECTIVE WHAT IS A REM RACER?


REM Racers is a fun Remotes racing game Hacker-Pilots (or REM Racers) drive through
for the whole family, set in Infinity’s sci-fi a Remote Presence system with the aid
Universe. The goal is to win the race by being of a “flying assistant” that makes minor
the first to cross the finish line while surviving corrections and suggests alternative routes.
your rival’s attacks. To do so, you will have to This assistant is the Remote’s “personality”
drive your Remote with Movement Templates and each Hacker programs it differently with
and manage your Equipment Cards to get a particular personality. However, the heroes
your rivals off the track or to prevent them of the racing sagas are still the Hacker-Pilots
from doing the same. who program their Remotes.

Crashes, speed, and laughter: Welcome to


REM Racers!

3
CONTENT

5 REMOTE 5 CONTROL 9 HACKER-PILOTS 9 HACKER-PILOT 5 12-SIDED DICE


MINIATURES PANELS CARDS

60 EQUIPMENT CARDS 5 PLAYER TURN MARKERS 14 MINE TOKENS 4 TEARDROP TEMPLATES 2 COLLISION TEMPLATES
(OIL/FIRE/NANOPULSER)

6 “CRAZY MOVE” 6 “DRIFT MODE” 5 “ELECTRIC PULSE” 5 “LOCKED SPEED” 5 “STALLED”


MARKERS MARKERS MARKERS MARKERS MARKERS

13 DOUBLE-SIDED RACETRACK TILES

A00 A01 A03 A02 A09 A11 A07

A05 A12 A10 A06


A04
A08
13 MOVEMENT TEMPLATES

STRAIGHTS WIDE TURNS SHARP TURNS TRANSITION MOVEMENT

S-SHAPED TURN

4
SETTING UP
Follow these simple steps to set up your first
REM Racers game: 2. All players should have access to:

• The State markers separated in different


piles (“Crazy Move”, “Drift Mode”,
1. Set up the racetrack. For your first game, “Electric Pulse”, and “Locked Speed”).
we strongly recommend laying out the tiles • The Movement Templates.
to form the circuit shown in this diagram. • The Collision Template.
However, you can always choose to build • The dice. 3. Shuffle all the Equipment Cards into a deck
the track anyway you see fit!! and place it face down.

6. Each player’s play area should have:


• Their Control Panel, with its Speed dial
set to “1” and the Structure dial set
to “3”.
• Their Player Turn marker showing its
4. All players choose a Remote, thus receiving green face.
its corresponding Control Panel, the
Remote miniature that represents it and
one Player Turn marker. The Control Panels
need to be assembled, as shown in the
assembly diagram. Each player rolls a die in order to decide
the lineup of the starting grid: The player
with the highest result places their Remote
in pole position, the player who gets the
5. Each player receives a random second highest result places their Remote in
Hacker-Pilot card then places the the second place, and so on. If two or more
corresponding Hacker-Pilot Token on players get the same result, they must reroll
his Control Pad. their dice to break the tie.

5
BASIC CONCEPTS
REMOTES
During the game, the Remotes are
represented by colored miniatures set on
an octagonal base, and a Control Panel. The
panel describes their features, and these will
be used to... that details its features, which
will be used to manage the status of the
Remote during the race.

All Remotes have an octagonal base where


the front vertex is at the front of the Remote
model, and the rear vertex is at the back.

ALL REMOTES HAVE THE FOLLOWING ATTRIBUTES


Ğ Accuracy (ACC). Indicates your
Remote’s capacity to hit the rival
when you play an Equipment Card
with a Physical or Energy Attack:
make an Accuracy Roll with the
number of dice listed for the Attack.
For each die roll that is equal or
higher than the Accuracy value, you
score one hit.

Ď Speed. This attribute determines


how fast your Remote will move during
your Player Turn. Its value ranges from
1 to 4 (top speed). When moving your
Remote along the circuit, you can only
use Movement Templates marked with
the same Speed value. The higher
the Speed, the more distance the
Movement Templates allow you to
cover.

Č Structure (STR) This number ě Biotechnological Protection (BP). Ĝ Armor (ARM). When your Remote
represents how much damage When your Remote is targeted by an is targeted by a Physical Attack, roll
the Remote can take before being Energy Attack, roll one die for each of one die for each of the attacker’s hits.
destroyed. All Remotes have STR 3 in the attacker’s hits. For each die roll that For each die roll that is equal or higher
their profile. is equal or higher than the BP value, than the Armor value, you block one of
you cancel one of the attacker’s hits the attacker’s hits (avoiding one point
(avoiding one point of damage). of damage).

6
RACETRACK EQUIPMENT CARDS INNER WALLS
Some Equipment cards indicate a maximum Some tiles have inner elements that
The circuit is created by using a range in sectors. This range is the number prevent movement, for example the
combination of the various tiles. You of sectors from the Remote playing card, Hairpin Curve tile. If a Remote makes
can combine them in any manner you wish, with Range 0 being the sector the Remote contact with these elements, you must
or you can followsome of the example is in. resolve a crash as if the element was the
circuits that you’ll find at the end of this edge of the racetrack (see “Crashing”
manual. page 15).

Additionally, Remotes may come across


certain elements along the racetrack that
affect them:

SECTORS
Each of the racetrack’s tiles is a sector that
begins and ends at the very edges that
connect the tile to the others. A Remote is
considered to be inside a sector if has crossed
the first edge of the sector.

NOTE: The Kometa (red) Remote is at Range 0 from the


Bob Remote (lilac), since they are in the same Sector. The
Zetta (blue) and Kthyb (yellow) Remotes are at Range 1,
since they are in the next sector. The Wu Hao Remote
(orange) is at Range 2.

NOTE: The Kometa (red) and Zetta (blue) Remotes are


in sector 2, while the Wu Hao Remote (orange) is still in
sector 1.

7
REDIRECTION ZONES
When your Remote, or the
template you are using to move
it, contacts one of these zones,
your Remote’s movement is
interrupted. Place the Remote
in the center of the zone and turn it in any
direction, you wish. However, the use of
these zones is not mandatory.

INNER/OUTER
All the racetrack’s tiles are divided lengthwise
by a dashed line that indicates whether the
Remote is on the inner or outer side of the
track. This is especially useful to determine
the position of Remotes on curves, since The Kthyb Remote moves and its base partially overlaps the Redirection Zone. The player places the Remote in the center
Remotes with at least half of their base in the of the zone and changes its facing in preparation for their next movement.
inner “zone” of a curve are always considered
to be ahead of Remotes in the outer “zone”,
for Initiative Order.

The Movement Template of the Bob Remote crosses a Redirection Zone. The player may choose to place the Remote
directly in the center of the zone and to modify the direction it is facing.

8
THE GAME
The actual races in REM Racers can be really
intense and crazy, so we recommend that
each race is at least two laps. But, a REM
Racers heat does not have a defined number
of laps; it is up to the players themselves to
agree and choose how many laps they want
to race!

Every lap is played out over several game


Rounds in which all players will have one
Player Turn to move their Remote, play
Equipment Cards, and modify their Speed (not
necessarily in that order). At the beginning of
each Round, all players flip their Player Turn
marker to show its green side, as a reminder
that they still have their Player Turn to play.

The Zetta (blue) and the Wu Hao (orange) Remotes share positions in the inner zone. However the Zetta Remote’s Speed is
INITIATIVE ORDER 4 and the Wu Hao’s Speed is 3, so the Zetta Remote is higher in the Initiative Order.

The Initiative Order is determined at the


beginning of each round by the position of If the Remotes are on a straight tile, use the
the Remotes on the racetrack: the player next curve as a reference and consider the
whose Remote is in the lead will start their zones on the straight as inner and outer,
Player Turn first, followed by the player depending on where the curve turns.
whose Remote is in second place, and so on.
This system allows the Initiative to change If the Remotes are in the same zone, then
throughout the race. For example: the Remote Initiative is assigned in descending order,
that played last in the current Game Round beginning with the Remote with the highest
will be first in the next Game Round, if they Speed. If they also have the same Speed,
can overtake the other Remotes. decide the order randomly by rolling a die.

IF TWO OR MORE REMOTES SHARE A PLAYER TURN


POSITION
If they are on a curve tile, the Remote in the A Player Turn is carried out by following these
inner zone has preference over the one in the steps:
outer zone.
1. Perform Actions:
• Move.
• Play an Equipment Card (Optional).
2. Change Speed.
3. End of turn.

9
Bob’s Remote is moving at Speed 3. The player selects the Movement Template and checks which orientation they will use
on the racetrack. Once the player has decided, they place the template against the front of the base and then place the
Remote at the end of its path.

MOVE The Remote’s movement is defined by the


This constitutes the main action of the area of the chosen Movement Template
game. It allows you to use a Movement plus the Remote’s initial and final positions.
Template to move your Remote round the This combined area is used to determine
racetrack. To move your Remote, do the crashes, and interacting with elements of the
following: racetrack. PLAY AN EQUIPMENT CARD
You may perform this action as many times
• Select a Movement Template whose number as the number of Equipment Cards you have
matches your Remote’s current Speed. in your hand. However, you may only play
• Make sure that the rear end of the template an Equipment Card if you meet the usage
fits against the front vertex of the Remote’s conditions in its description. You must fully
base. resolve a card’s effects before playing the
• Place the Remote at the end of the next card. After playing an Equipment Card, it
template, with the rear vertex of its base goes into the discard pile.
fitting into the template’s front end.
Once a Movement Template has been
selected, you cannot select a different one. CHANGE SPEED
You may, however, change the orientation This allows you to maintain, increase, or
of the Movement Template on the racetrack decrease the Speed dial of your Remote by
as many times as you want before you start one position. Your Remote’s Speed may never
moving your Remote. be less than 1 or more than 4.

END OF TURN
After Changing Speed flip over your Player
Turn marker to its red side to indicate that
The Kthyb Remote may perform this movement since the you are done and that the next player’s Turn
Movement Template does not touch the racetrack’s edges. may begin.

10
HACKER-PILOTS FORCED MARCH
During the Change Your Remote Speed step,
you can select any value.

< Anatomy of a Hacker- Pilot card >


FRONTAL ADJUSTMENT
Before moving, you can change the selected
movement template.
NAME OF THE
HACKER-PILOT
IDEAL LINE
You can cancel the use of a Movement
Template chosen and placed on the board by
any player and select a different template that
SKILL has the same Speed value. You cannot use
Each Hacker-Pilot has a unique this Ability to avoid the effects of Equipment
Skill that can be activated once
per turn. If you choose to do this, Cards such as “Crazy Move.”
turn over your Hacker-Pilot card.
These are not recovered when
the Remote is destroyed. The
Hacker-Pilot recovers the use MINE THROWER
of his Skill (if he has used it up) You start the race with 2 Mine tokens.
upon crossing the Finish Line. In Immediately before or after performing a
doing so, untap the Hacker-Pilot’s
card. movement, you may place one of these Mines
anywhere in any sector at Range 1. You
cannot place a Mine in contact with a Remote.

NOTE: This Ability may only be used with


the mines provided by Mine Thrower. The
mines provided by the “Proximity Mines”
When setting up the race, each player receives BUMPER Equipment Card must be used as explained
1 random Hacker-Pilot card. When you crash into another Remote, in the “Deployable Weapons” section and do
rather than resolving the crash normally, not count as a Mine Thrower use. A Reload
that Remote moves in the direction of the Zone restores the uses of this ability and the
SKILLS LIST crash using the straight Movement Template 2 corresponding mines.
whose Speed value matches your Speed. Your
AUTONOMOUS REPAIRS Remote does not suffer any consequences
After resolving an ARM or BP Roll, you can from the crash. TENACITY
ignore any damage taken. When your Remote takes enough damage to
be destroyed, perform one free movement at
DA AMMUNITION its current Speed before removing it from the
BIG BROTHER When you attack, the target Remote must board.
When a rival plays an Equipment Card, its roll two Defense dice (instead of 1) for each
effect is cancelled and you can choose to hit you roll. Each failed roll inflicts a point of
apply the card’s effect as if you had played it Damage as usual.
instead (the Range and use restrictions must
still be fulfilled from your Remote’s position).

11
EQUIPMENT CARDS

< Anatomy of an Equipment card >

NAME
Card name. TYPE
There are three types of cards: ę Physical Attacks,
Ę Energy Attacks, and Ě Software.

DESCRIPTION
The Effects of playing this card are described
here. Equipment cards can only be played during
your Player Turn by performing the Play Card
action. Some cards can be played at other times,
NUMBER OF DICE
as specified in their description.
If the card provides an Attack, this is the number of
dice you must roll.

RANGE
Indicates the maximum distance (measured in
CRASH EFFECT sectors) within which you may target a rival Remote
This icon determines how to resolve a crash for your Attacks or the Effects of this card. When it
against the edge of the track. is not necessary to apply a Range, it will be indicated
with the null value: “-”.

Equipment cards represent the weapons No card may interrupt an ongoing action ATTACKS
and software you equip your Remote with. unless its description says otherwise. For When you play a Physical Attack or Energy
This Equipment enables you to attack your example: if a Remote is about to perform a Move Attack card against a rival Remote, an Attack
opponents and take them out of the race. action, it cannot be targeted by an Attack until occurs. To resolve it, roll the number of dice
that Movement is completed. indicated in the card and compare the result
Draw an Equipment card: of each die to the Accuracy of your Remote.
If there are contradictory or opposing Effects, Each die roll that is equal or higher than the
• Every time your Remote changes sectors. the first card to be played takes precedence Accuracy value is a hit and each die roll that
• If at the end of the Round, your Remote is in (its effects may still be in force). For example: is lower is a miss.
last place. if your Remote is currently affected by the “Crazy
Move” card, you cannot play “Copy-Paste” in For each hit, the target Remote must roll one
The maximum number of cards you may have order to perform a different movement. die and compare the result to its ARM value
in your hand is 3. Should you have 4 cards (if defending against a Physical Attack) or BP
in your hand at any point, choose one and value (against an Energy Attack). Each die roll
discard it by placing it on the discard pile. If which is equal or higher than the attribute
the Equipment deck is empty when you need cancels one hit. Each uncancelled hit inflicts 1
to draw a card, shuffle the discard pile face point of damage to the target Remote.
down to create a new deck, place it on the
table and draw the first Equipment Card. To keep track of the damage suffered,
rotate the Structure dial to subtract one Ģ
Structure point.

12
The Wu Hao Remote (orange) attacks the Zetta Remote (blue) using a Submachine Gun Equipment Card. This weapon
allows the Wu Hao’s player to roll four dice, and they roll 4, 6, 8, and 9. Since their Remote’s Accuracy is 6, the rolls result
in 3 hits and 1 miss. Now it is time for the Zetta’s player to try and cancel their rival’s hits. To do so, they roll a die for every
hit (3) and roll 6, 7, and 8. The Zetta Remote’s ARM value is 8, so 1 hit is cancelled and the other 2 successfully inflict 2
points of damage in total.

SOFTWARE Some Software causes hits. For each hit, the DEPLOYABLE WEAPONS
Equipment Cards of the Software type apply target Remote must roll one die and compare The cards “Proximity Mines” and “Oil Leak”
their effects directly on the target Remote. If the result to its BP value. Each die roll which are a special kind of card that affect the race
the Software features a range, the target must is equal or higher than the attribute cancels by placing elements on the racetrack.
be within that range, otherwise it means that one hit. The effects of uncancelled hits will be
the effects are applied to your Remote. described on the card. ĨMINES
The “Proximity Mines” card gives you 3
Mine tokens. Immediately before or after
performing a movement, you may place one
Mine token on the track in contact with the
rear vertex of your Remote. You may only
place 1 Mine per turn.

In subsequent turns, if any Remote comes


into contact with the Mine, stop your
movement. The Remote’s player must remove
the Mine token from the board and the
Remote immediately suffers 2 hits from a
Physical Attack, so they must perform 2 ARM
rolls to avoid damage. Each Remote suffers 1
Damage point per miss. Mines remain on the
racetrack until a Remote comes into contact
with them.

13
COLLISION TEMPLATES AND OIL
TEMPLATES
If a Collision Template makes your Remote
come into contact with a new Oil Template,
complete the Collision Template move and
then apply the rules for the Oil Template.

TEMPLATE WEAPONS
The “Flamethrower”, “Nanopulser”, and
“Electric Pulse” cards are a special type of
card whose Range is determined by the
Teardrop Template, with which they can
affect several Remotes at once. Remotes are
affected by a Teardrop Template when they
are in contact with it, even if only partially.
The Remote using the Template Weapon is
not affected by it.

č OIL • Place the Remote in contact with the Oil


The “Oil Leak” card allows you to place the Template following the trajectory of the
Teardrop Template. Immediately before or Movement Template.
after performing a movement, you may place • Place the Collision Template against the
the Teardrop Template on the track with the front vertex of the Remote, roll a die and
narrow end in contact with the with the rear place the Remote so that the rear vertex of
vertex of your Remote. its base fits into the mark on the collision
template that corresponds to the result
In subsequent turns, if any Remote or the obtained on the die.
Template being used to move it comes into
contact with an Oil Template or the Remote The Teardrop Template remains on the
starts its turn in contact with an Oil Template, racetrack for two full Game Rounds.
stop moving and do the following:

Bob’s Remote Movement Template crosses an Oil Template. The player places the Remote in contact with the Oil Template
following the trajectory of its Movement Template. Then, the player places the Collision Template, rolls a die and places the
Remote against the notch that matches the number rolled.

14
Example 1. The Bob (lilac) Remote uses the Teardrop Template to attack the Zetta (blue) Remote with a Nanopulser. The
Zetta’s player rolls the dice and fails one of the BP rolls, so their Remote suffers 1 point of damage.

FLAMETHROWER
When this card is used, place the narrow
end of the Teardrop Template in contact with
your base and place it so that it affects the
target Remotes. All Remotes affected by
the Teardrop Template suffer 2 hits from a
Physical Attack, so must perform 2 ARM rolls
to avoid damage.

NANOPULSER
Biotechnological version of the Flamethrower.
All Remotes affected by the Teardrop
Template suffer 2 hits from an Energy Attack,
so must perform 2 BP rolls to avoid damage. Example 2. The Kometa Remote (red) activates its Electric Pulse, affecting the Bob (lilac), Zetta, and Wu Hao (orange)
Remotes. The affected rivals roll 2 dice each. The Bob Remote fails one roll and the Zetta one fails both so they both
receive Electric Pulse markers, while the Wu Hao one passes both rolls and does not receive a marker. In their next turn,
ELECTRIC PULSE both the Bob Remote and the Zetta one will be limited to using Straight Movement Templates.
This card affects all Remotes in any direction
as long as they are within a distance equal
to the length of the Teardrop Template. Place CRASHING CRASHING INTO ANOTHER REMOTE
the Template in contact with different points This happens when your Remote, or the
of your Remote’s base to determine which Crashing into a rival Remote or against the Movement Template you are using to move
Remotes are affected. The affected Remotes edge of the racetrack is very common as it, comes into contact with another Remote.
suffer two hits from an Energy Attack, so you move your Remote. To determine if this When that happens, do the following:
must perform 2 BP rolls. Any failed BP rolls has happened, take into account the initial
do not cause damage, but instead the Remote and final position of the Remote, as well as 1. Place your Remote in base to base contact
can only use straight Movement Templates in the area occupied by the chosen Movement with the rival following the trajectory of the
the player’s next Turn. Template. Movement Template,

15
These are the icons and effects that must be
resolved (the number of cards with each crash
icon is shown in brackets):

• (8x) ģ Discard: Discard one of your


Equipment Cards at random, and give it to
the player whose Player Turn comes next
(excluding you).
• (8x) ĩ Rebound: Place the Collision
Template against the vertex opposite the
point of impact, roll a die, and place the
Remote accordingly.
• (12x) Ĥ Emergency Braking: Reduce the
Speed of your Remote by 2 (to a minimum
of 1).
• (8x) ğLocked Speed: Your Remote cannot
modify its Speed during your next Player
The Zetta Remote (blue) bumps into the Bob Remote (lilac), causing a crash. After determining the vertex at which the Turn. Place a “Locked Speed” Marker next
impact occurs, the Bob player places the Collision Template in contact with the opposite vertex and rolls a die. The die’s to the Controller of your Remote to indicate
result (8) indicates which position their Remote is placed in. this. Remove the marker at the end of your
next Player Turn.
• (3x) Ġ Wrecked: the impact causes too
2. Place the Collision Template by the rival 1. Place the Remote in contact with the inner much damage to your Remote and it is
Remote, fitting it against the vertex wall or outer edge following the trajectory destroyed (see “Destroyed Remotes”,
opposite the point of contact, of the Movement Template. page 17).
3. The rival player must roll a die, and place 2. Turn the Remote in any direction, for free. • (8x) Ċ Damage: your Remote receives 1
their Remote so that its rear vertex fits into 3. Turn over the top card of the Equipment damage point.
the notch on the Collision Template that Deck and show it to all players. • (8x) Ħ Emergency Notice: Nothing
matches the number rolled. 4. Check the crash icon on the card to find out happens.
what effect is applied to the crash. • (5x) ġ Stalled: You cannot perform the
5. Discard the Equipment Card. Move action during your next Player Turn
CRASHING INTO THE RACETRACK EDGE (you can, however, change your Speed and
This happens when your Remote, or the play an Equipment Card).
Movement Template that you are using to
move it, comes into contact with an inner wall
of the racetrack sectors, or moves outside of
any of the tiles:

The Zetta Remote crashes into the edge of the racetrack. The player places their Remote in contact with the outer edge of
the sector, choosing its direction. The player draws one Equipment Card which has the Damage icon, so they rotate their
Control Panel’s Structure dial to subtract one Č Structure icon.

16
If your Remote has a Speed of 1 when it
crashes, in either situation, stop its movement
as soon as it makes contact with the obstacle.
It is not necessary to use the Collision
Template or turn over the top Equipment
Card. If the crash is against an inner wall or
the racetrack edge, you may still turn your
Remote as you wish.

MULTI-CAR PILE-UP
The result of a crash may often move a
Remote against the racetrack edge or another
Remote, causing one or more extra collisions.
This is known as a multi-car pile-up. If this
happens, resolve each crash in the usual way,
in the order in which they occur.
Example 1. The Wu Hao Remote (orange) is hit. When its new position is determined using the Collision Template (an 8 is
rolled), it hits the Kthyb Remote (yellow). The Kthyb Remote player resolves this new crash, placing their Remote using the
COLLISION TEMPLATES Collision Template (a 2 is rolled).
AND THE EDGE OF THE RACETRACK Example 2. The Wu Hao Remote (orange) is hit. When this crash is resolved (a 6 is rolled), it collides with the racetrack
If a Collision Template makes your Remote edge. The player turns over the top Equipment Card, which has a Rebound crash icon. The Collision Template is placed
come into contact with an inner wall or with again and a 4 is rolled, which results in a collision with the Kthyb Remote (yellow), who then crashes into the other edge of
the outer edge of one of the racetrack sectors, the racetrack.
place your Remote in contact with the inner
wall or outer edge following the trajectory
of the Collision Template and then apply the Destroyed Remotes count as if they are last
rules for crashing into the racetrack edge. in the Initiative Order, using their position in
the queue as a tie-breaker if there are several
destroyed Remotes in the same sector.
DESTROYED REMOTES Therefore, if you are destroyed before your
Player Turn you will become the last player in
When your Remote has suffered enough the current Game Round (you do not lose your
damage to turn its Structure dial to zero, turn even if your Remote was destroyed), but
it is destroyed. When this happens, do the if you are destroyed after playing your turn,
following: you will be the last player in the next Round.

1. Remove it from the board. If you start your Player Turn with a destroyed
2. Place it next to the first edge of the sector Remote, place it anywhere on the first edge
where it was destroyed. of the sector in which it was destroyed, with
3. Set its Speed dial to “1.” both side vertices touching the edge. Now
4. Set its Structure Dial to the Remotes initial play your Turn as usual.
value.
5. Remove all negative effects that it accrued
before destruction, for example Crazy Move
or Electric Pulse.
The Wu Hao Remote is destroyed. When it respawns
during the player’s next Player Turn, they may place it
If several Remotes are destroyed in the same anywhere along the first edge of the sector as long as both
sector, they are placed in a queue (the last to of its base’s side corners are in contact with the edge.
be destroyed will be the last to re-enter the
race).

17
During the last Round, if all the Remotes
that crossed the finish line are destroyed
and none of them are on the racetrack,
players must keep playing normal Rounds
until the conditions to play the Last Round
are met again.

If a Remote is still destroyed at the end of


the game, it has finished last. If there are
several destroyed Remotes they finish after
all the undestroyed Remotes, in the order
of the sector they were destroyed
in, and their position in the queue if there
are several destroyed Remotes in one
sector.

STAGED RACES
Once all Remotes have left the A00 tile move
LAST ROUND In REM Racers, the winner is not always the it to the end of this Circuit, with the Finish
Remote that crossed the finish line first, but Line closest to the final tile. In this type of
At the end of any Player Turn on the last lap, if the one who, having crossed it, is furthest circuit you only play one round.
a Remote has fully crossed the finish line, then over the line at the end of the race. It is
the current Game Round ends and the Last possible for a Remote that crossed the finish
Round begins. In the Last Round, all the other line later to overtake the first Remote, thus
players will play their turn (in Initiative Order) claiming victory.
and at the end of this special Round the race
will conclude and the victor will be decided.

18
EXAMPLE CIRCUITS

A00, A10, A02, A05, A07, A00, A11, A02, A07, A08, A00, A10, A04, A09, A12,
A09, A11, A12, A08 A12, A05, A10, A09 A08, A11, A06, A01

A00, A03, A10, A04, A01, A08, B00, B08, B12, B09, B06, B04,
A05, A07, A06, A11 B03, B07, B11, B10, B02, B05

B00, B01, B03, B08, B07, B00, B07, B12, B00, B12, B07,
B04, B05, B09, B10 B03, B02, B10 B09, B06

19
QUICK REFERENCE CHARTS

PLAYER TURN DESTROYED REMOTES

A Player Turn is carried out by following these steps: 1. Remove it from the board.
2. Place it next to the first edge of the sector where it was
1. Perform Actions: destroyed.
• Move. 3. Set its Speed dial to “1.”
• Play an Equipment Card (Optional). 4. Set its Structure Dial to the Remotes initial value.
2. Change Speed. 5. Remove all negative effects that it accrued before destruction,
3. End of turn. for example Crazy Move or Electric Pulse.

CRASHING INTO THE RACETRACK EDGE

CRASH
NAME EFFECT ICONS ICONS
ICON

Ċ Damage Your Remote receives 1 damage point. Ğ Accuracy (ACC)


č Oil (Page 14)

Ĝ Armor (ARM)
ę
ģ
Discard one of your Equipment Cards at Physical Damage
Discard random, and give it to the player whose
Player Turn comes next (excluding you).
ě Biotechnological
Protection (BP) Range X
(Where X marks the range in

Ĥ Ī
Emergency Reduce the Speed of your Remote by 2 (to sectors from the position of
Crazy Move
Braking a minimum of 1). the Remote).

ĥ Drift Mode
Ě Software

Ħ Emergency
Notice
Nothing happens.
Ę Energy Damage
Ď Speed

Ĩ Mine (Page 13)


Č Structure (STR)

ĩ
Place the Collision Template against the
Rebound vertex opposite the point of impact, roll a
die, and place the Remote accordingly.

You cannot perform the Move action during

ġ Stalled
your next Player Turn (you can, however,
change your Speed and play an Equipment
Card).

ğ Locked
Speed
Your Remote cannot modify its Speed
during your next Player Turn.

Ġ
The impact causes too much damage to
Wrecked
your Remote and it is destroyed.

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