: Be the first to cross the finish line without touching the boundary of the track.
: To "speed up," you increase the grid units moved per turn. To "slow down" for a curve, you must spend several turns reducing that grid distance before you hit the wall. Winning and Crashing : drag racing game
Each player places a dot on an intersection of the grid to represent their car's starting position. : The Velocity Vector : If your last move was squares horizontal and : Be the first to cross the finish
Draw a racecourse (a "track") on a sheet of graph paper with a clear starting and finish line. Winning and Crashing : Each player places a
: On each turn, you can choose to stay at that "natural" point or shift your destination by one square in any direction (up, down, left, right, or diagonal).
The game uses a system that requires players to plan multiple moves ahead to avoid crashing into walls. The Setup :