: 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).
: 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
squares vertical, your "natural" next move is to repeat that same distance. : On each turn, you can choose to
: If your next move lands outside the track lines, you "crash" and are typically eliminated or must restart from a standstill. Alternative Meanings If you are looking for other "paper" racing formats: Winning and Crashing : squares vertical, your "natural"
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
The game uses a system that requires players to plan multiple moves ahead to avoid crashing into walls. The Setup :