Dream Mile

by Beppi Menozzi and Martin Burroughs.

Dream Mile is an athletics game For 6-10 players.

It simulates a middle distance race in which there are four laps, with each lap split into two turns. Thus the entire game lasts 7 turns (the 8th and last turn being automatic).

Runners' positions in the race change each turn, depending on the speed they play, and (unsurprisingly) the runner in 1st place at the end of the race is the winner.

SETUP

Before the game starts, each player decides on their set up and a name for their runner. Runners usually begin with 45 Speed Points and have a maximum turn speed of 10, but this may be altered. Maximum speed may be increased by forfeiting 3 starting Speed Points for each point of maximum turn speed gained.

Example starting grid:

  Alice Bill Carol Dave Emily Frank George Helen
Max 10 10 10 11 11 11 12 12
Points 45 45 45 42 42 42 39 39

ORDERS

Each turn, each player orders the number of speed points their runner will use this turn (speed points are never replenished once used). The GM then adjudicates which runners change positions according to the following rules:

ADJUDICATION

1) Before any other moves are done, runners who are equal are dealt with. They are ranked according to the Speed Points played that turn (e.g. if two runners began the turn equal first, and one played 6 Speed Points, the other 10, then the latter immediately takes the lead. Being passed in this way does not count as being overtaken. At the start of the race all runners are in equal first place.

2) When working out which runners change positions, start with the last runner and move forward.

3) No runner who has already been overtaken in a turn is able to overtake anyone else.

4) A runner overtakes the runner in front if he has spent at least one more Speed Point than him that turn. He may then overtake the next runner along in the same turn if he has spent 2 more Speed Points than him, and so on. There is no limit to the number of runners who could be overtaken (other than maximum speed).

5) Overtaking equal runners costs one extra for each runner who is equal. For example, if a runner in 4th wanted to overtake two runners in joint 2nd, he would have to beat their speed by the normal 1 plus 2 extra (total 3 points).

EXAMPLES

Turn 1:

For the first turn only, the final positions are set after tie resolution, as overtakes are not possible.

PosRunnerPlayedRemaining
1stCarol738
=2ndDave636
=2ndEmily636
4thFrank537
=5thAlice342
=5thGeorge336
=7thBill144
=7thHelen138

Turn 2:

Ties: 5th and 7th are resolved, but Dave and Emily play the same number of speed points so remain in joint 2nd.

PosRunnerPlayedRemaining
1stCarol236
=2ndDave432
=2ndEmily432
4thFrank235
5thAlice933
6thGeorge135
7thHelen830
8thBill341

Overtakes: Helen passes George (8 v 1) but her attempt to move further up the field is foiled by Alice (8 v 9), who does much better: She passes Frank (9 v 2) and then attempts to pass Dave and Emily, needing to beat their speed points by 2+2=4, and she does (9 v 4+4) get past them. She then needs to beat Carol by 4 (not 3) and does so (9 v 2+4), taking the lead. Dave and Emily have enough speed points to pass Carol, but have already been overtaken so cannot pass.

PosRunnerPlayedRemaining
1stAlice933
2ndCarol236
=3rdDave432
=3rdEmily432
5thFrank235
6thHelen830
7thGeorge135
8thBill341

NOTES

Players who NMR will play speed points equal to one more than in the previous turn (thus acting as an unofficial pacemaker!).

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