Rem Racers Rules
Rem Racers Rules
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]
3
CONTENT
60 EQUIPMENT CARDS 5 PLAYER TURN MARKERS 14 MINE TOKENS 4 TEARDROP TEMPLATES 2 COLLISION TEMPLATES
(OIL/FIRE/NANOPULSER)
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:
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.
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).
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.
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!
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.
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.
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.
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EQUIPMENT CARDS
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.
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.
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):
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.
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
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.
CRASH
NAME EFFECT ICONS ICONS
ICON
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
Place the Collision Template against the
Rebound vertex opposite the point of impact, roll a
die, and place the Remote accordingly.
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.