؟ ([personal profile] dramatispersonae) wrote 2012-12-05 12:40 am (UTC)

CHOOSE YOUR BOOSTERS/TRAPS!

You can pick up to two car boosters to use before the race starts, and then up to three boosters or traps that you can use during pit stop decisions.

CAR BOOSTS
• Cotton candy wheels +5 magic
• Marshmallow wheels +5 magic
• Cheese wheels +5 speed
• Ice cream wheels +5 speed
• Peppermint wheels +5 power
• Cinnamon wheels +5 power

PIT STOP BOOSTS
• JUMPING JELLY BEANS - Pull ahead two cars. For every four magic points you have, you'll also pull ahead every each sequential car ahead of them.
• ROCK CANDY SHIELD – Defend yourself against one trap for one turn. For every four magic points you have, the more traps you'll be protected from.
• PIXY STIX ENERGY BOOST – Double your speed moves for the next turn.
• JAW BREAKER- Double your power moves for the next turn.
• TASTE THE RAINBOW - Double your magic for the next trap that you play.

PIT STOP TRAPS
• LAFFY TAFFY SWITCH - Switch places with the cookie ahead of you. For every five magic points you have, you'll bump up another space. However if they have four power points ahead of your magic points, your trap fails.
• MAPLE SYRUP PIT – The person behind you will only move at half speed next turn. For every four points you have, each sequential car behind them will also be stuck. However if they have four power points ahead of your magic points, your trap fails.
• CHERRY BOMB – Set the person in first place two places behind. For every four magic points you have, each sequential car behind them will also fall two places behind. However if they have four power points ahead of your magic points, your trap fails.
• CANDY CANED -- nullify one of your enemies boosts next turn. For every four magic points you have, choose an extra team. However if they have four power points ahead of your magic points, your trap fails.
• PEANUT BRITTLE – Choose a team and pop their tires! For every four points you have, choose an extra team and pop their tires as well. However if they have four power points ahead of your magic points, your trap fails.

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