Module:Thunder Alley

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Module Information
(c) 2014 by GMT Games.

Comments
Please read over the module instructions below before emailing me with questions. Thanks!

Version 2.0 is ready to use! Map spaces now have snap-to points (cars will snap to the spaces). One exception: There are no snap-to points in the apron (pit stop spaces) so that cars may be placed side-by side.

-Joel

Version 2.0 Module Instructions:

 * NEW FUNCTION in 2.0: There is now a right-click function that generates Wear/Damage counters and then immediately dispatches the piece to the proper space on the Team Card.


 * 1. The arrow keys on your keyboard can be used to "drive" the cars forward and backward as well as rotate them.


 * 2. The "Activate" function on cars is meant to be used to mark the ACTIVE car (i.e. the car involved in the current card play) for the duration of that card play. It is most helpful during a complex move in the middle of a turn when things could otherwise get confusing.

NOTE: There are no Lap Leader nor Lapped counters in the module apart from the right-click functions.
 * 3. Right-Click functions on cars should be used to:
 * Mark cars as finished after they have finished their turn. This status can be cleared using the button on the toolbar. NEW in 1.1: When you mark a car as Finished, it will also de-activate the car (remove the yellow circle).
 * Mark the current lap leader (needed only when cars are about to be lapped).
 * Mark lapped cars.


 * 4. Turn Order: Teams have been arranged in alphabetical order both on the toolbar and on the "Turn Order" function (accessed from the toolbar). Use the Turn Order function to keep track of player turns throughout the game.


 * 5. Alternate way of tracking damage without using any counters: Left click to select a car. Press the Return key on your keyboard (or right-click) to access a "Wear (Damage)" window for that car. The first time you access this, you will need to expand the window horizontally slightly. Fill in the blank spaces with the number 0 at race start. This makes tracking wear (damage) much easier than using counters on the Team cards.

Enjoy!

-Joel

Players

 * joel_m_toppen@me.com@Joel Toppen
 * KevinRohr@aol.com@Kevin Rohrer
 * heckman@cfl.rr.com@Charlie Heckman
 * neal_t_smith@me.com@Neal Smith