Mini Demolition Derby
The Mini Demolition Derby is a game of pure chance: anyone can win
since his very first match. Boys 6 to 14 years old especially like
it. Better if led by a player with at least 3 or 4 matches experience.
- The cars: 25, in 5 different colors.
- The track: the game's board.
- Hit points: 25 5-HP and 60 1-HP tokens.
- The mines: 27 tokens.
- The walls: 6, as large as cars.
- The dice: at least one; 5 in different colors are
At giolongoni.neocities.org/MDD.htm you'll find hints for the track and
the other components (e.g. 1 and 5 cent coins for HPs, Lego for walls);
pdf and instructions for a cardboard version of the game; pieces list
for a Lego version.
Each player chooses a team of 5 cars of the same color. If there are
less than 5 players some teams are left without a player. Any player
may roll the die for them when it's their turn. With more then 5
players some boys can share a team. Place:
- 25 cars: in 5 rows. You can choose them at random or as in
the picture, in left to right diagonals. It does not matter which
are in front: for them it's easier to finish in the fisrt places,
but also to be bumped and eliminated.
- 7 HP on each car.
- 6 walls: as in the picture or at your will, but:
horizontally over 2 cells; not adjacent to one another nor to the
- 25 / 30 mines: not more than 4 in a cell.
How to move a car.
The number of moves is equal to the rolled number: the first one to the
left (1 or 2), straight (3 or 4) or to the right (5 or 6); all the
remaining ones: straight.
With each move, sideways or straight, a car can:
- End up on a mine: the mine is removed and the car loses 1 HP.
- Exit the track: it loses 2 HP and does not move sideways.
- Bump into a wall: it does not move and does not lose any HP.
- Pass the last row of cells: it qualifies for the finals.
- Bump another car: the bumped car loses 1 PF (even if it is in
the same team), it is pushed in the direction of impact and,
in turn, checks the destination cells: if there is a mine then the
car loses another HP; if it exits the track then it loses 2 more HPs;
if it bumps a third car then this one, too, loses 1 HP, is moved and
In the first part of the race (about 45 minutes), the first 10 cars
that cross the finish line qualify for the final.
The top left car rolls the die and moves first, then the one on the
rigth and so on until the fifth car. Then we move on to the second row,
always from the left, as when you're reading (lexicographic order).
When all the 25 cars have been moved the second game turn begins, in
the order the cars are now: the front and leftmost cars first
The order of play changes with every game turn, due to overtakings and
eliminations, but during every game turn each car moves one and
only one time
For example after the first game turn the situation shown in the
figure might occur: during the second game turm the cars move in the
Only the first 10 cars that cross the finish line get through to the
final: the other ones are eliminated. sometimes less than 10 cars
qualify, when there are many eliminations during the qualifications.
No HP is restored when the final begins, and walls and bombs are
not moved: just keep the bombs and HPs left from the qualification
Qualified cars start from the red outlined positions (see figure).
The first arrived ones have a certain head start over the others.
Now it is important not only to save HPs, but also to be fast: the car
that crosses the finish line first wins the game. Then go on for the
second and third places.
1, 2, 3: straight. The bomb takes away 1 HP and is removed.
1: right. 2, 3, 4, 5: straight. The wall doesn't take HPs,
1: left. off track: 2 Hps lost and no move.
1, 2, 3: straight. 3 hits to green and yellow.
1: right. 1 hit to red, green, white and blues.
The red, too, loses 1 HP. 2, 3, 4, 5, 6: straight.
1: left. 1 hit to the blue, that exits the track: it loses a
total of 3 HPs. No one moves. 2: straight.
1: left. 1 hit to the yellow, that exits the track. Yellow
eliminated: the red does move. 2: straight.
1: right. 1 hit to yellow and green: green eliminated, blues
are safe. 2, 3, 4, 5, 6: straight. 5 hits to the white.
1: right. Eliminated; remove all bombs.
1: left. Does not pass the finishing line. Next turn:
1 again. It takes a bomb. Next turn: 2. left: eliminated.
1, 2: straight. 2 hits to the blue, that qualifies with 5 HPs.
3, 4: qualified.
1: right. 1 hit to the yellow, that exits the track.
2, 3: straight. Qualified. Then the yellow rolls 6.
1: right, off track. 2, 3: straight, takes a bomb. Eliminated.
1: left. The red hits yellow and wall and does not move.
1 hit to yellow and green that do move.
1: right. 1 hit to yellows and white, that exits the track; 1
hit to the blue, taht does move. 2, 3, 4, 5, 6: 5 hits
to the green.
1: right. 1 hit to red, white and blue: blue eliminated.
2, 3 e 4: straight. 3 hits to the yellow.
5: straight. 1 hit to the yellow, 1 hit e 1 bomb to the green.
6: straight. Yellow eliminated, no hits to the green.