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Bobsleigh

by John Walker with input from Howard Bishop

The aim of the game is for players to navigate the best way down a bobsleigh course. The course is divided into 9 segments, a push start and eight corners. The time taken for each segment is determined by the push start then adjusted according to how each corner is taken.

Players get 15 points each run, these can be used either on the push start or on any corner.

A standard push start takes 5 seconds. This can be reduced by 1 hundredth of a second by using 1 point. Each further hundredth costs double the previous cost. i.e. 2 hundredths=1+2, 3 hundredths=1+2+4 etc. Alternatively players may opt to ease up on their start, which gives them two points for each hundredth they ease up. Players may opt to double the points used when reducing the push start which gives a permanent reduction for all of the remaining runs.

There are several different corner designs. The design of each corner affects how the best line is allocated, and the time/result calculated. The best line is recalculated for each run. The course will be designed and notified to the players before the first run.

For each corner players select which lines they are planning to cover by picking numbers between 1 and 6. They have as many choices as points remaining after their push start allocation. Players must select at least one number for each corner. They must also tell the GM if they are planning to take a safe or a tight line into the corner.

Corner Type Standard Easy Low High Combination Slingshot
Best line calculation D6 die roll Average die roll (2,3,3,4,4,5) Roll 2D6 and take the lowest Roll 2D6 and take the highest Roll 2D6 for two separate best lines D6 die roll
Special rules         Deviations from each best line are added 1/100 is added to gain or penalty.

The time for each corner segment is then adjusted according to how close the player's nearest choice is to the best line. These adjustments are as follows:

  Safe Line Tight Line
Numbers correspond No effect 1 hundredth gain
1 away No effect 1 hundredth penalty
2 away 1 hundredth penalty 2 hundredth penalty
3 away 2 hundredth penalty 3 hundredth penalty + add 1 away to next corner
4 away 3 hundredth penalty + add 1 away to next corner 5 hundredth penalty + add 2 away to next corner
5 away 5 hundredth penalty + add 2 away to next corner Crash
6 or more away Crash Crash

When players choices correspond with the best line (for either safe or tight line) that number is fixed for any remaining runs on that corner. i.e. they get that number free for all future runs. They can add further numbers and change the line on subsequent runs.

The push start plus the eight corner segment times are added together to calculate each run.

Each player may opt to run a second or third bob but will only have 12 points each run for the extra bob(s)

The game will last four turns. The winner will be the player with the lowest cumulative time for the four runs.

NMR = Previous turn will be repeated.