~ How It Works ~

At each of the six stages of the race, rolls are made with a 15-sided die (random.org), with different stats taken into account and added to the roll outcomes. Both random chance and hard stats play a part in how well a Rusher does during the race.

Below details what exactly happens at each stage of the race. Note that none of this is necessary to know in order to race. This is only for those who are interested in the weirdo math that is involved during each race, lol.

"Tie" are the ratings that determines the outcome of a tie, ordered by importance. For example, if someone ties in the first stretch, the Rusher with the higher Acc wins. If that number is a tie as well, then it comes down to Spd, and so on. If the tie continues down to 'roll' then a d15 is rolled until one number beats the other.

Out of the Gate
Str + Spd + Fit determines starting rank, no roll involved.
Tie: Fit, Spd, Str, roll

First Stretch
Acc + Str + Spd determines bonus for roll.
Tie: Acc, Spd, Str, roll

First Turn
Agr determines bonus for roll, highest score pecks and move forward one place. All ties count.
Dex determines bonus for roll, lowest get pecked and move backwards one place. All ties count.

Second Stretch
Sta + Str + Spd determines bonus for roll.
Tie: Sta, Str, Spd, roll

Second Turn
Agr determines bonus for roll, highest score pecks and move forward one place. All ties count.
Dex determines bonus for roll, lowest get pecked and move backwards one place. All ties count.

Final Stretch
Str + Spd + Sta + Acc + Fit + Points determines bonus for roll.
Tie: Fit, roll


For the final stretch, where it says "Points:"
At each stage of the race, listed above, the placements of the racers are determined, and points are awarded to those in the lead, as follows:

1st – 3pts
2nd – 2pts
3rd – 1pt

These points are tallied as the race goes on, and their total is used during the final stretch, where "Points" is listed.

So, if a racer was doing well at the beginning of the race and accumulated some points, they are added at te end for the final roll, giving it a chance to pull forward once again.


 

 

©2007 - Shannon Legler