PitchCar
1995
Unleash your competitive spirit in PitchCar and Carabande! Build your own racetrack with wooden pieces, flick your car disc, and race to the finish line in these exciting dexterity board games.
30
minutes
2 - 8
player(s)
6+
Medium Light
About the game
PitchCar is a captivating and thrilling board game that combines the excitement of racing with the skill and precision of a dexterity game. This game transports players to the exhilarating world of high-speed car racing, where the goal is to navigate your car through a challenging track and cross the finish line first.
The game is set on a modular track that players can design themselves, adding to the intrigue and variability of every race. The track, complete with straights, curves, and even jumps, captures the essence of actual racing circuits, enhancing the overall gaming experience.
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Setup and rules summary
Game components Unboxing the fun!
PitchCar is a dexterity game where players use their fingers to flick small disks (representing cars) around a race track. Here are the key components of the game and their roles:
1. Race Track Pieces: The game comes with multiple track pieces that are used to construct the racing circuit. These pieces include straight sections, curved sections, and special pieces such as jumps or tight corners.
- Straight Sections: These are the regular track pieces. Players flick their cars along these sections to progress in the game.
- Curved Sections: These pieces are used to create turns in the track. They require precise flicking to navigate without leaving the track.
- Special Pieces: These pieces add unique challenges to the game. For example, the jump piece requires players to flick their car with enough force to clear a gap in the track.
2. Car Disks: Each player has a small disk that represents their car. Players flick these disks to move around the track. The goal is to complete a predetermined number of laps before the other players.
3. Barriers: These are small wooden pieces that can be placed along the sides of the track. They prevent cars from leaving the track and add an extra level of difficulty to the game.
4. Starting Line/Finish Line: One track piece is designated as the starting/finish line. Players must cross this line to complete a lap or to finish the race.
5. Lap Counter: This is a small board used to keep track of the number of laps each player has completed. It helps determine the current leader and the end of the game.
Understanding all these components and how they interact is crucial to enjoying a game of PitchCar. The game requires skill, precision, and strategy, as players have to navigate the track while also trying to hinder their opponents’ progress.
Game setup Lay it out, line it up, let’s go
PitchCar is a fantastic dexterity board game where players flick wooden discs (representing cars) around a track. Here is how to set up the game:
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Track Setup: The first thing you need to do is set up the track. PitchCar comes with a variety of track pieces that can be put together in numerous ways. You can follow the suggested setups in the rulebook or get creative and make your own. The only requirement is that the track must start and end at the same spot, creating a complete circuit.
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Player Cars: Each player chooses a wooden disc (car) of their preferred color. These cars will be placed on the starting line of the track. The number of cars corresponds to the number of players. A maximum of eight players can play at a time.
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Player Roles: While there are no specific player roles in PitchCar, it’s important to establish a turn order. The youngest player usually goes first, and play continues clockwise around the table. Each player, on their turn, flicks their car along the track, trying to complete the circuit.
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Initial Resources: There are no resources to manage in PitchCar. The main elements players will be interacting with are their cars and the track itself.
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Random Elements: There are a few random elements in PitchCar. The most obvious is the flicking of the cars. No matter how skilled a player is, there’s always an element of chance in where the car will end up after a flick. Also, the design of the track can add randomness. If players choose to design their own track, they can include jumps, tight corners, and other obstacles to increase the unpredictability.
Once everything is set up, you’re ready to start racing. Remember, the goal of PitchCar isn’t just to finish first, but to have fun while doing it. Happy flicking!
Game flow Round and round we go
PitchCar is a dexterity-based racing game where players take turns flicking their car around a track. Each player is aiming to be the first to cross the finish line after a set number of laps.
The game is structured into several rounds, each consisting of the following phases:
- Setup Phase: Before the game starts, players construct the racetrack using the game pieces. The track should be a closed loop and must have a start/finish line. Once the track is set up, each player chooses a car and places it at the start line.
- Turn Phase: Starting with the player who won the last game (or the youngest player in the first game), each player takes a turn flicking their car along the track. The car must move forward and stay on the track. If a car is flicked off the track, it is placed back at the point where it left the track, and the player’s turn ends immediately.
- Penalty Phase: If a player’s car is knocked off the track by another player’s car, the latter incurs a penalty. The penalized player must miss their next turn. The player whose car was knocked off the track places their car back on the track at the point where it was hit.
- Lap Phase: Once a player’s car crosses the start/finish line, they have completed one lap. The number of laps required to finish the game is predetermined before the game starts. Usually, it is between 1 to 3.
- End Phase: The game ends when one player’s car crosses the finish line after the predetermined number of laps. That player is declared the winner. In case of a tie, the player who started the game last is declared the winner.
During the game, players need to employ strategy and skill to navigate their cars around the track. They must be mindful of the position of other players’ cars, and avoid colliding with them to avoid penalties. The game continues in this cycle of phases until a player emerges as the winner.
Players'turn One turn to rule them all
During a player’s turn in ‘PitchCar’, they have the opportunity to perform several actions and make strategic choices that can greatly impact the outcome of the game. The turn is divided into stages, each with its own set of rules and potential strategies.
1. Flicking
To start their turn, the player flicks their car disc. This is done by placing the index finger on the car disc and then using the thumb to apply force, causing the disc to move along the track. This is the main method of propulsion in the game, and accuracy and force are key to successful flicking. The player can choose to aim for a straight path, aim for a rebound off the walls, or even try to knock an opponent’s car out of the way.
2. Positioning
After the flick, the player’s car will end up in a new position. If it stays on the track, the turn ends here. If the car goes off the track, it is placed back at the point where it left the track, and the player loses their next turn as a penalty.
3. Overtaking
During their turn, a player may attempt to overtake other cars. This can be risky as the player could knock the other car into a better position, or their own car could end up in a worse position. But if successful, it could give them a significant advantage.
4. Use of Special Abilities
Some versions of ‘PitchCar’ include special ability discs. These can be used once per game and provide a variety of effects, such as allowing a second flick, moving an opponent’s car, or protecting against an opponent’s attack. The player must decide when to use their ability for maximum effect.
Strategic Choices
There are several strategic choices a player can make during their turn:
- Aiming: The player can aim for a straight path for speed, or bounce off the walls for safety.
- Force: The player can flick hard for distance, or gently for precision.
- Overtaking: The player can try to overtake other cars for a better position, but risk their own position in the process.
- Special Abilities: The player can choose when to use their special ability for maximum effect.
Each of these choices can significantly impact the game, and players must balance speed, safety, risk, and timing to win.
End of the game All good games must come to an end
PitchCar is an exciting and competitive board game that ends when a player’s car crosses the finish line after completing a specified number of laps. The game requires strategic flicking skills and an element of luck to emerge victorious.
The game’s end and subsequent victory conditions are as follows:
- Finishing the Race: The game ends as soon as a player’s car crosses the finish line after completing the required number of laps. This player is declared the winner. Note that the number of laps is pre-determined before the game starts.
- Second Place and Beyond: After the first player has finished, the game continues until all players have crossed the finish line. The order in which the players finish determines their ranking in that game.
Before final scoring, players must complete the following actions:
- Verify Lap Completion: All players must confirm that the winning player has completed the correct number of laps. If there’s any dispute, players should review the path of the winning player’s car.
- Check for Rules Compliance: Ensure that the winning player has complied with all game rules throughout the race. This includes rules about flicking the car and handling obstacles. If a player has violated any rules, they could face penalties which might affect the final ranking.
- Final Ranking: Once all cars have crossed the finish line and all rules have been complied with, players will rank according to the order in which they finished the race.
Remember, the ultimate goal in PitchCar is not just speed, but also control, strategy, and a bit of good fortune.
Scoring Did you outsmart your rivals?
PitchCar is an exciting and competitive racing board game. The scoring system is straightforward yet engaging, requiring players to navigate their cars around the track while scoring points based on their position at the end of each round. Here is a detailed breakdown of the scoring system:
Points Based on Position
- First place: The player who finishes in first place receives 8 points.
- Second place: The player who finishes in second place receives 6 points.
- Third place: The player who finishes in third place receives 4 points.
- Fourth place: The player who finishes in fourth place receives 2 points.
- Fifth place and beyond: All other players receive 1 point.
Tie-Breaking Rules
In the event of a tie, the following rules are applied:
- The player who has won the most races (i.e., finished in first place) during the game is the winner.
- If there is still a tie, the player who has finished in second place the most times is the winner.
- This process continues down the placements until a winner is found. If there is still a tie after considering all placements, the player who finished first in the most recent race is the winner.
Additional Scoring Opportunities
There are also additional ways to score points in PitchCar:
- Lap Completion: A player who completes a lap receives 1 additional point.
- Perfect Round: A player who does not fall off the track during a round receives 2 additional points.
Particular Cases and Exceptions Wait… is that legal?
‘PitchCar’ is a popular dexterity board game that involves flicking wooden ‘cars’ around a track. While the basic rules are simple, there are several rare or special rules, exceptions, and important rule clarifications:
1. Jumping:
One of the most exciting elements in PitchCar is the jumps. If a player’s car jumps off the track and lands back on it, the move is considered legal and the car stays where it landed. However, if the car jumps and lands off the track, it must be placed back where it started before the flick.
2. Crossing the Finish Line:
In order to finish the race and win, a player’s car must cross the finish line in the direction of the arrow. If a player’s car crosses the finish line, but in the wrong direction, it does not count as a finish.
3. Overtaking:
A player may not flick their car in such a way that it passes through an opponent’s car. If this happens, the player’s car is returned to its original position before the flick, and the turn ends.
4. Multiple Flicks:
If a player’s car does not touch or cross a red line, they may flick their car again. This is an exception to the rule that each player only gets one flick per turn.
5. Track Pieces:
Track pieces must not be moved or adjusted while a car is in motion. If a track piece is accidentally moved, it should be returned to its original position, and the player’s car should be returned to where it was before the flick.
6. Stuck Cars:
If a car gets stuck between two track pieces, the player can remove their car and place it back on the track where it got stuck. This action does not count as a flick.
7. Starting a Race:
At the start of the race, players must flick their car from behind the starting line. If a player’s car crosses the starting line before they flick it, their car must be returned to its starting position, and their turn ends.
Remember, the main goal in PitchCar is to have fun. These rules are in place to ensure fair play, but depending on the players, they can be modified or ignored to suit the group’s preferences.
Tips and tricks Play smarter, not harder!
PitchCar is a dexterity game where players build their own track, create their own car, and use finger-flicking to propel their vehicles to victory. Here’s how you can up your game:
Advanced Strategies:
PitchCar is as much about strategy as it is about accuracy. Here are some advanced strategies to take your gameplay to the next level:
- Think Ahead: Plan your moves ahead of time. Look at the track layout, predict where your opponents might end up, and position your car accordingly.
- Use Obstacles: Instead of avoiding obstacles, use them to your advantage. You can bounce off them to cover more distance.
- Master the Flick: Practice controlling the speed and direction of your flick. A strong flick isn’t always the best choice. Sometimes, a softer touch can get you around corners or through tight gaps.
Beginner Tips:
For those new to the game, here are some helpful tips:
- Start with simpler tracks: Before tackling complex tracks with obstacles and jumps, get comfortable with simpler tracks.
- Practice: The only way to improve your flicking skills is through practice. Spend time getting a feel for the cars and how they move.
- Slow and Steady: It’s not always about speed. Sometimes, going slower and focusing on accuracy can lead to better results.
Common Mistakes to Avoid:
Even experienced players can make mistakes. Here are some to avoid:
- Over Flicking: Too hard a flick can send your car off the track or make it hard to control.
- Ignoring other Players: Always keep an eye on your opponents’ cars. You can use their position to your advantage or avoid potential traps.
- Forgetting the Rules: It’s easy to get caught up in the heat of the game and forget the rules. Remember, if your car falls off the track, it returns to its last position.
Ways to Optimize Gameplay:
To get the most out of your PitchCar experience, consider these pointers:
- Customize your Track: The game comes with multiple track pieces. Don’t be afraid to get creative and design your own challenging tracks.
- Turn Order: Remember, the player in last place flicks first. Use this to your advantage when planning your strategy.
- Practice: Like any skill, the more you practice, the better you’ll get. Spend time refining your flicking technique and learning how different tracks affect your car’s movement.