Faultline Studios Presents...
A FREE GAME!!!
You saw the scenes in the movie, you’ve seen the toys from
Hasbro*, NOW you can race along with the pod racers from the hit
summer release Star Wars Episode I: The Phantom Menace.**
“Now THIS is Pod Racing!!!”
http://www.faultline-studios.com
*Pod Racers TM & C 1998 HASBRO INC.
**Star Wars C Lucasfilm LTD. & TM All trights reserved
1.0 Introduction be found on the bottom of the model.
This game was created for the sole pur- 3.5 Pilot skill roll
pose of re-enacting the fantastic Pod
Racing scene from Star Wars Episode I: Each player rolls 1D6, 1-3 = 1, 4 -5= 2, 6 = 3,
The Phantom Menace. The game uses which is your Pilot Skill
the Pod Racer models found at most toy
and hobby stores. 4.0 Turn Sequence
2.0 Rights and Distribution 4.1 Players mark if they are accelerating,
decelerating or maintaining their current
All the rights to the names and models are speed. This is best done in secret.
retained by their owners and not used
with permission. This game is NOT to be 4.2 Adjustments are made to the control
sold in any format. These game rules number, no roll required
may be distributed in any form that does
not require payment. The game was Control = Steering + Max Speed + Pilot Skill
created by Mac Senour purely for the – Current Speed
enjoyment of other Star Wars fans.
4.3 The FIRST turn only
3.0 Setup
Each player rolls a 1D6, if a “1” is rolled the
3.1 Roll for placement pod engine has stalled and the player may not
move that turn.
Each player rolls a 1D6, highest roll places
the pod first etc. The move order is by row, inside pod first
Ties are rolled off 4.4 The player in front moves first, in a tie
the player on the “inside” of the track
3.2 Place Pod Racers moves first, play continues through each
racer through all 6 phases.
A Starting Grid track piece is provided, each
racer places his pod in a square 4.5 Pods move based on their current
speed
3.3 Deal cards
There are 6 phases, example: a pod with the
Each player receives a Boost card, and one current speed of 3 moves 3 phases. It may
special card, face down. be ANY 3 of the 6 phases, players choice
3.4 Pick Pod racer 4.6 Player may make as many turns and
shifts as they like, rolling each time they
Each player picks a pod and records the adjust the control number
information on his pod sheet. It’s a good idea
to note the racer’s number as well, as the The Pod must move at least one inch straight
models tend to look alike. The number can before any turn can be made.
Each Easy or Hard turn counts as moving one
inch
5.0 Movement 6.0 Power ups
5.1 A pod is moved 6 inches for each 6.1 Then the players pod comes in contact
phase the pod moves with the black dot on the Power up, a 1D6
is rolled
5.2 Types of movement
6.2 Possible results are:
Turning, use the turn gauge, place your pod in
the center and turn as desired Engine Sputter
Sliding, line the 2 straight lines parallel to your No additional moves the rest of the turn
engines
Extra booster
Small shift, move your pod so one engine
is between the lines on the turn gauge If the player has used his Boost card,
another is dealt
Large shift, move your pod so one engine
is aligned with a line on the turn gauge Sandstorm
5.3 Control All pod racers in FRONT of this racer are
slowed to speed 3
EVERY time the control number is adjusted
downward, the player must roll a 1D6. Steering frozen
If the result is less then or equal to the current Pod racer may make NO additional turns
control number, the player maintains control this turn
Losing control 7.0 Crashing
If the player rolls higher than the control 7.1 Players roll for control whenever they
number he has “lost control” of his pod. lower their control number. This happens
when players turn, shift, get bumped or
The player may attempt to regain control, are hit by a shot from a Tuskin Raider
rolling a “5” or “6” on 1D6
7.2 The player is considered “out of con-
If control is regained, there are no ad- trol” if at any time the result of a 1D6 is
verse affects rolled under the current control number
5.4 Bumping 7.3 Pod racers crash if they lose control
and do not regain it
Target moves based on strength of bump
You can regain control by rolling a “5” or “6” on
A small shift moves the target over a a 1D6
small shift distance etc.
7.4 If 50% or more of a pod racer hits a
wall, it is considered to be destroyed
8.0 Cards is treated as a bump, minus 1 to Control.
If an addtional “6” is rolled, the hit is
8.1 The 10 cards are dealt at the start of considered fatal, and the pod crashed.
the game, most are blank and should be
hidden from the other drivers. The spe- 10.0 Finishing the race
cial cards are as follows:
10.1 The first pod across the finish line is
Jedi the winner.
Countermands any card played and 10.2 Most pod races are 3 laps, but play-
allows player to take his turn before ers may adjust this as desired
all others. (including BOOST cards)
11.0 Pod Designs
Vent Exhaust
Pod 1 Pod 2 Pod 3
Open Vents, target must be behind
and within 2 inches. Target reduces MAX Speed 4 5 6
CONTROL by 2, roll for control if
needed Steering 9 8 7
Sabotage Acceleration 4 3 2
Permanently reduce either MAX Deceleration 2 2 2
SPEED by 1 or STEERING by 2,
saboteur’s pick 12.0 Track layouts
Toss wrench 12.1 The START track piece should be
used for proper placement of the racers
Target must be within 4 inches and
12.2 The Powerup circles should be
behind. Hits with a “6” rolled on a placed just outside of the best path
1D6, destroys engines around the track
Boost
The racer is allowed an addtional phase, and 13.0 Turning Guide
moves his pod immediately. All movement
rules, ajustments to control etc. apply. To turn your Pod Racer, line the model
up with the edge of the turning key
9.0 Tuskin Raiders
labeled START. Move the model to
9.1 When a pod comes within 6 inches of either the EASY turn or the HARD turn
a Raider the Raider will shoot, measure edge. Making the correct turn might
from the center of the raider to center of require you to turn or flip the turning
the pod. The shot is considered a hit key.
when a “5” or “6” is rolled on a 1D6A hit To shift, line up the Pods engines with
the two straight lines. A small shift is
accomplished by moving the pod so an
engine sits between the two lines. A full
Easy
R
Start
Easy
rd
Ha
Start
Shift
L Shift R
shift moves the Pod one step farther to
L
the edge, lining up the engine with the
rd
outside line.
Ha
Easy
Easy
R
R
Start
Start
Shift
Shift
L
L
rd
rd
Ha
Ha
Sabotage Vent Exhaust
Open Vents, target
BLANK Permanently reduce
either MAX SPEED must be behind and
by 1 or STEERING within 2 inches. Tar-
by 2, saboteur’s pick get reduces CON-
TROL by 2, roll for
control if needed
Jedi TossWrench
Countermands any Target must be
card played and
BLANK within 4 inches
allows player to take and behind. Hits
his turn before all with a “6” rolled
others on a 1D6, de-
stroys engines
BLANK BLANK
BLANK BLANK BOOST
BOOST BOOST BOOST
These are the Tuskin Raiders that are to be placed around the track. Most tracks only
have one good place to put the Raiders, so it’s permissible to place them all together.
R R R
BOOST BOOST BOOST
BOOST BOOST BOOST
PHASE 1 2 3 4 5 6 POD
2 3 4 5 RACER
SPEED 1 6
1 2 3 4 5 6 7 8 9 10 11
CONTROL
12 13 14 15 16 17 18 19 20 21 22
Control = Steering + Max Speed + Pilot Skill - Current Speed
Maintain control if 1D6 <= Control Recovery = roll 5 or 6 on 1D6 Accelerate
Steering Max Speed Pilot Skill Turn Costs
Hard Turn = 2
Easy Turn = 1
Small Shift = 1 Maintain
Power Up Roll Large Shift = 2
Acceleration Braking
1 = Engine sputter Tilt Up/Down = 1
2-3 = Extra Booster Bumped = 1
Wall Scrape = 1 Decelerate
4-5 = Sand Storm
6 = Steering Frozen Shot by Raiders = 1
START