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RD_Spin_Out

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TITLE: Spin-Out (2009)

AUTHOR: Trevor Raymond (author)

PUBLISHER: Available at www.runtus.org

WEB SITE/SUPPORT FORUM:

PRICE (with date):

The rules are absolutely FREE from www.runtus.org

REVIEWED BY: Trevor Raymond (author)

PERIOD COVERED:

Spin-out is a fun set of rules for a tabletop pod racing game that were inspired by the pod racing scenes in the Star Wars movies.

THE BOOK: The rules are just 10 pages long, photos in colour and include a quick reference sheet.

SCOPE:

You will need some models of pods racers (pods) which are then mounted on 2″? (or 60 mm) round bases. The game system uses standard six sided dice (D6). The game system also requires standard deck of playing cards including the two jokers and a tape measure reading inches.

GAME SCALES:

  • There is no ground scale – it depends on the scale of your pod racers
  • Time scale is irrelevant
  • One pod racer = one pod racer
  • Recommended Figure size = I use Micro-Machines pod racers (the small ones about 144th scale?)
  • Table Size: Any available space will do – we often use a 6’x4’ table with plenty of terrain.
  • Game Length: Depends how sneaky and nasty you can be…
  • BASING SIZES:

I use Micro-Machines pod racers (the small ones about 144th scale) which are then mounted on 2″ (or 50 mm) round bases.

TURN SEQUENCE:

Each player (the player is the pod pilot) controls one pod in a pod race.

Each player has his Turn in the order of movement, and when all of players have had their Turns, then the complete Game Turn is over and the cycle begins again with the player that is first in the order of movement.

Each player’s Turn consists of a number of phases thus:

1. The Pick a Card Phase

2. The Determine Movement Allowance Phase

3. The Tabletop Manoeuvre Phase

4. The End Turn Phase

GAME MECHANICS:

A player (the player is the pod pilot) controls one pod in the race. Players decide their order of movement by any means that they can agree on. Once this order of movement is determined then players remain in that order of movement. Players place their pods anywhere behind the starting line in the order of movement. Players are then dealt two cards each from the play deck to start the game with.

The next thing a player must do during his Turn is to determine how fast he wants his pod to go.

During the course of the game a pod may lose control and spin-out, hence the name of the game. Coloured markers are also used to indicate various things, like engine stalls, etc.

If a player has spun-out, then the player must determine the result of this spin-out instead of moving. This can be nasty.

Otherwise, the player sets his pod’s speed at any speed between 1 and 12 (no fractions are allowed; speed must always be in whole numbers). Pod’s can boost their speed by using afterburners. Pods can also override engine rev limiters to further boost speed. There is no limit as to how fast a pod may go. A pod may go as fast as it can be made to go... but the faster you go, the more likelihood there is that you will spin-out, crash into something nasty and, well, burn. Pilots can attempt to eject, but sometimes ejection seats don’t work as advertised...

Players move their pod by moving and turning, all the time trying to avoid collisions with terrain, collisions with other pods (yeah right) and certainly trying to avoid spinning-out.

The card deck adds a bit of spice to the game. Cards can help you or hinder them.

SCENARIOS:

Players make up their own scenarios. Though we haven’t tried it, there is no reason why it couldn’t be campaigned.

REVIEWER’S COMMENTS:

The rules are simple to learn and use – in public demonstrations, our club has had people as young as 12 pick them up quite quickly (and as a result, I found out that 12 year olds can be nasty little blighters). A four player game usually takes about 20 minutes once you know the card deck.

PLAYER’S COMMENTS:

It’s fun and it’s easy. However, be sure that you will soon find out who your friends really are…

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