Right of Way 2 Manual

How To Play

Right of Way is a card game in which you compete against your opponent in a car race. The game is played with a special deck, containing four kinds of cards.

Distance cards

Distance cards move your car the indicated distance, but they can only be played when it is legal for you to move. There are five kinds of distance cards, which move your car 200, 100, 75, 50, or 25 miles. There are four 200's in the deck, twelve 100's, and ten each of the 75's, 50's, and 25's. You may only play two 200's in the course of a hand.

Hazards

Hazards stop your opponent from moving, or limit how far he can move, but can only be played while he is moving. There are five kinds of hazards (the numbers indicate how many of each are in the deck).

Out of gas (2) Flat tire (2) Accident (2) Stop (4) Speed limit (3)

Remedies

Remedies are used to end hazard conditions. You must be free of all hazards before you are allowed to move. Each hazard has a corresponding remedy.

Gas (6) Spare tire (6) Repair (6) Go (14) End limit (6)

Safeties

Safeties not only end hazard conditions, but also prevent your opponent from playing more hazards of that type against you in the future. In addition, playing a safety gives you a free turn. There are four kinds of safety, only one of each is in the deck.

Extra tank Puncture-proof tires Driving ace Right of way
(prevents both Stop and
Speed limit hazards)

Game play

You begin the game in a stopped condition, thus you must play a Go card (or the Right of way card) before you may move. You are also in a stopped condition after you end an out of gas, flat tire, or accident condition. If you play a safety immediately after your opponent plays the corresponding hazard against you, it is called a 'coup fourré'. In this case, not only is the hazard condition ended, but you may begin moving immediately.

Goal and scoring

Your goal is to go exactly 700 miles, without going over. Once you do, you have the opportunity to extend the race to (exactly) 1000 miles. You receive one point per mile traveled. Extra points are awarded for: winning the race (400), winning an extended race (200), playing safeties (100 each, plus a bonus of 300 for playing all four), playing 'coup fourrés' (300 each), a delayed action (finishing the race with no cards left in the deck, worth 300), a safe trip (not playing any 200's, worth 300), and a shutout (preventing your opponent from moving at all, worth 500).

Winning the match

Each match is a series of hands, and ends when one of the players reaches 5000 points. If at the end of a hand both players have over 5000 points, the player with the higher point total wins the match.

View Components

The main Right of Way view is divided into several sections.

Hand area

There are two hand areas, one for you (bottom left) and one for your opponent (top right), which show the cards in the player's hand. Naturally, you can only see the backs of your opponent's cards. Each player is dealt six cards to begin with, then players take turns drawing a card from the deck (this is done automatically), and either playing or discarding a card.

Play area

To play a card, drag it to your play area (just above your cards). You may drag any card, including hazards, to any place on your play area, and it will be moved to the proper spot. You may also double-tap a card to play it. The background of your play area is highlighted when it is legal for you to move.

Deck area

This area holds both the deck and the discard pile. To discard a card, drag it to the deck area (bottom right).

Progress area

This area (top left) shows how many miles you and your opponent have gone. The total miles are displayed for each ( for player, for computer), as well as a display of your progress and your opponent's.

Other Views

In addition to the main view you'll see these other views.

Configuration

Here you choose your opponent, and you can see how well you've done against each. There are four levels of computer opponent.

Trivial This opponent plays very poorly. It often overlooks obvious moves, and is easy to defeat.
Basic A basic opponent, which does not always make the best choices, but generally does okay.
Advanced An advanced opponent that always knows the right move to make.
Expert The expert opponent not only always knows the right move to make, but it also counts cards while playing.

Score

This view shows the score for the hand that's in progress or just completed, and the running total for the match.

Detail

A more detailed look at the score breakdown for the current hand.

Card count

This view is sort of a cheat. It shows you how many cards of each type have been played. This is the information that the Expert computer opponent uses to separate it from the Advanced.