Hairpin Racers


Copyright 2024, designed in 2004, Phil Leduc

Hairpin Racers is a two-player, diceless, racing game which combines aspects of Backgammon and No Dice (1987). Players’ racers zoom along a twisting racetrack while blocking, passing and bumping their opponent’s racers. 

Components

Hairpin Racers requires the following components:

In these rules, forward movement is from the player point-of-view, which means towards the player’s finish line moving right, left, and right, along the racetrack. Players move in opposite directions.

Setup

Players sit on opposite side of the racetrack facing the longer edges. They place their five racers in the five spaces nearest their starting line. The racers will move along the S-curve from their starting line towards their finish line. The board loops. The finish space is adjacent to the start space! A print and play race track file, Hairpin Racers Racetrack.pdf or Hairpin Racers Racetrack v2.pdf, can be downloaded from Game Files.

Symmetric Setup

Track Loop


In the Track Loop figure, the red racer has a total of three racers in its column and so can move three spaces (if not blocked). Here the red racer can move over the finish line, increment the lap counter, and move two further spaces pass the start line.

Game Play

Red moves first. Players take turns moving one of their racers towards their finish line.

If possible, a player must move a racer. The following three conditions must be addressed in the order given:


Move Count - A racer must move forward as many spaces as there are racers in its column (three vertical spaces). All racers, friendly or not, are counted. When moving the contents of intervening spaces are ignored. The destination space must be one of the following:

Hit Available

One of the red racers at f2 can move and hit the black racer at d2.

Hit and Bump

Give the black racer to the black player who must immediately play it to the first empty or friendly occupied space on his or her track. Red then moves again!

Hit and Pass

Leave the black racer where it is and jump over it and any consecutive black occupied spaces to the next empty or friendly occupied space.


If a player is able to move any racer, he or she must do so. Play then passes to his or her opponent.


3. Block Rule - If a player is unable to move because opponent stacks of two or more racers block all his or her options, the player loses his or her turn. See Impasse Rule below for when both players are blocked.

Block Example

In the Block Example figure, all Red's racers are blocked.  If it's Red turn, the red racers at a1 are blocked by the black racers at e1 and the red racer at c2 is blocked by black racers at b2. Red loses a turn and will lose another when Black moves d2 to e2, and another when Black follows up with e2 to e1, and yet another when Black move e1 to b1!!  There's even more to come... Black will win the game by lapping over and over again!!!!

Impasse Rule - If both players are blocked, the first player blocked may move any one racer forward to the next available empty or friendly-occupied space. Player turns then continue.

Impasse Example

In the Impasse Example figure,  Black has just moved a racer from c2 to d2. Red is unable to move and loses a turn. Black is then also unable to move and an impasse is reached. Red was first to be blocked and so gets to move one racer to the next forward empty or friendly-occupied space. Here, Red may move b1 to c1, or f2 to e2. The former is the better move because Black remains blocked and Red can move again with c1 to d1. This will unblock Black who must move d2 to f1 but then Red will bump the racer at f1.

Game End

The game ends when one player crosses his or her finish line five times (or three times for a shorter game) with any of his or her race tokens.

Variants

The following rules are optional and may be used individually or in any combination. 

Setup 

Random Setup - Each player rolls a die five times to place each racer onto one of the starting five spaces of his or her track. Sixes are rerolled. It is likely that some spaces will be assigned multiple racers and the final setup will be asymmetrical.


Movement


Objective

Demolition Derby - A player wins by bumping (not passing) five opponent racers or more by agreement. 

Copyright (c) 2004, Phil Leduc

Please note that for now these game rules not be duplicated and distributed via the web. All rights are reserved. Those that wish to program or sell this game in any form should contact the author at philleduc.pled@gmail.com for permission or a license to do so.