- Crash -
A crash happens when a car does not arrive in its target hex because another car or the barrier blocks the way. The car's movement ends on the hex adjacent to the blocking hex or hex side. The crash results are evaluated immediately, before the next car moves. First, find out how many points the ramming player scores, then adjust speed and direction of the participating cars if necessary.
1. A car bumps a moving car's front:
The driver of the faster (!) car collects, from the driver of the slower car, a number of scoring chits equal to the difference of the cars' speeds. If the currently moving car was slower, his driver has to part with the chits! After that, all speed markers of both cars are removed (they are now both stationary).
2. A car bumps a stationary car:
The driver of the moving car collects a number of scoring chits from the other player equal to his "ramming speed". After that, his speed markers are removed (both cars are now stationary).
3. A car bumps a moving car's rear:
The driver of the moving car collects a number of scoring chits from the other player equal to his "ramming speed".
By the basic rules, nothing else happens. If playing by the advanced rules the hit car will be moved or a chain reaction with several participating cars is started.
4. A car bumps a moving car's side:
The driver of the moving car collects a number of scoring chits from the other player equal to the total of both cars' speeds.
The bumped car is turned 60° (one hexside) away from the point of impact.
If a car that did not execute its own move yet is turned, its movement will still be executed as plotted. However, the car will end on a space quite different from what the player planned.
5. A car crashes into the barrier: The player loses a number of his scoring chits equal to his speed (return them to the box). Then, he removes all speed markers from his car.

| Crash results |
Points scored |
Ramming Scooter |
Rammed Scooter |
| Frontal |
Difference of both speeds |
Stop |
Stop |
| Side Impact |
Total of both speeds |
- |
60° turn |
| Rear Impact |
Own Speed |
- |
(see variant) |
| Stationary Scooter * |
Own Speed |
Stop |
- |
| Own Scooter |
Put points equal to speed into the box. |
(depends on direction of impact, see above) |
| Barrier |
Stop |
- |
* If a stationary scooter is hit, the impact direction
(front, side, rear) does not matter. |
Special Cases and Remarks:
When a player bumps his own car (which is possible in a 2- to 4-player game) he pays all chits for both cars into the box.
When the player has no chits left and would have to pay scoring chits, the other player draws a blank: he gets no chits; bad luck for him.
If a player plotted an illegal move, that car will do a straight move with its current speed. If no movement was plotted at all, his highest available turn sequence number is used.
- End of the Game -
The game ends when all turn sequence numbers have been used, i.e. after round 11. The player with most scoring chits at that time wins.
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