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Banana Joe Games Γ— JT Studio

You do not race. You are in the stands, betting Yan on the brawl.
Rulebook based on  Working draft  Β·  betting + racing game  Β·  rules in progress

Hell Racing was a clean contest once. Then Zaiki tore up the rulebook and made it Gaki Race: a brawl on wheels. You are in the stands, rolling the dice and betting Yan on the carnage.

1 The world

Three realms keep the order of things: Heaven, the Mortal world, and Hell. The sins and desires of mortals are refined into a substance called Yan, at once the currency of Hell and the source of every demon's power. Once a year the accumulated Yan is put back on the line in Hell Racing.

Then came Zaiki, the bastard son of Satan, who turned the contest into a brawl where everything goes. The racers ram each other, slash each other's tires, drain each other's Yan. Souls from all three realms crowd the stands to bet on the wreckage.

2 You are the bettor

Those souls in the stands are you. Your hands run the race itself; what you cannot do is steer who wins. You roll the dice that move the bikes and flip the cards that wreck them. The bets are locked, the dice are yours, and each throw decides who gets paid.

The real stakes. Whoever loses in Hell risks becoming Yan. Run out of Yan, or fail to repay your debts, and you get refined. Game over, literally.

3 Goal & setup

Grow your wealth in Yan across the Hell Season. The player with the most Yan at the end wins. Anyone who hits zero is out.

  1. Bank. Give each player 10,000 Yan.
  2. Calendar. The Season is 5 Grand Prix, one per circuit.
  3. Grid. Four Gaki line up on the grid. Two more are in development.
  4. Decks. Shuffle the three card decks (DAMAGE, MOVE, FURY) and keep them in reach.
Working draft. These rules are written to be coherent and playable, but several points are still being tuned (track twists, the two racers in development, ability balance). See Reference for the open list.

You place bets before the action they refer to, then watch luck resolve them. There are three places to bet.

1 INFERNO BET β€” the official book

The legal book of Hell Racing.

Before the Season

  • Season Champion β€” which Gaki ends with the most championship points across all 5 GP.

Before each Grand Prix

  • GP winner β€” first across the line.
  • Qualifying winner β€” takes pole.
  • Placements β€” a Gaki on the podium, the exact top three, and so on.

2 Mr. Deotto β€” the imp bookmaker

A small demon with a betting stall in the crowd. He always takes your bet and lends up to 1,000 Yan at 30% interest. Repay him by the end of the game every time you borrow, or you are refined into Yan. He takes the stranger bets:

3 Guido Strozzino β€” the Yan Baron

The heavy lender, hands in Satan's vault. He lends up to 20,000 Yan at 10%, repaid at the end of the Season. He takes only bets above 3,000 Yan, and offers the same bets as INFERNO BET with slightly better odds.

β˜… Odds β€” INFERNO BET

BetOdds
KO yes / no7.20 / 1.30
Pile-up yes / no3.50 / 1.60
Exact pole total (2 / 3 / 4 / 5 / 6 / 7)5.60 / 4.60 / 2.30 / 3.10 / 7 / 9
Qualifying winner β€” pole to a Gaki with the Qualifying ability / without it4.20 / 6.50
GP winner by grid slot (1 / 2 / 3 / 4)7.30 / 7.60 / 7.80 / 8
Season Champion β€” per racer, favorite to long shot3.20 … 8.70
Podium placement β€” a named Gaki finishes top 3, per racer2.90 … 5.30
Podium trio β€” the exact top three35
Still being set. Per-racer odds for the champion and podium bets are fixed once the roster and balance settle. The grid-slot line grows when the grid passes 4 racers.

A Grand Prix has two parts: Qualifying, then the Race. The players roll it out, but no one can steer the result. Luck alone decides.

1 Qualifying

Each Gaki rolls 2 dice. The lowest total takes pole (the closer to 2, the better). On a tie, the tied Gaki roll 1 die each and the lowest wins the higher slot. The qualifying order sets the starting grid: pole is slot 1, then 2, 3, 4.

2 The starting grid

The race runs from a high number down to 0. The first Gaki to reach 0 or below wins.

3 Racing turns

Nobody owns a racer. The players roll the dice themselves, passing them around the table, and each throw moves the next racer. In grid order, each Gaki takes a turn:

  1. Move. Roll 2 dice and move that many cells toward 0.
  2. Doubles draw a card in addition to moving: double 1 β†’ DAMAGE, double 6 β†’ FURY, any other double (2-2 to 5-5) β†’ MOVE.
  3. Resolve the card, then play passes on.

Turns continue, round after round, until every Gaki has finished. The finishing order sets the points and resolves the bets.

4 Overtaking

You always move your full roll, passing any racer whose cell you move beyond. If your move would end exactly on an occupied cell, you stop on the nearest free cell behind it. A Gaki with the Overtake ability ignores this: it takes the cell and pushes the other racer one cell back.

Example A. The third Gaki is at 39, rolls 9, reaches 30 while the leader sits at 34. Thirty is past 34, so the third overtakes and is now in front.
Example B. The fourth rolls 4 toward cell 30, but the third is already on 30. The fourth stops on cell 31, just behind, unless it has Overtake.

β˜… Grand Prix scoring

PositionPoints
1st10
2nd8
3rd7
4th5

The original ladder ran to 8 places (10 / 8 / 7 / 5 / 4 / 2 / 1 / 0). It is trimmed to the current 4-racer grid and grows back as the roster does.

Three decks, all triggered by doubles. One reads as an attack, one as a maneuver, one as a demonic power.

1 DAMAGE double 1

A rival, or the brawl itself, has put you in its sights.

Killing Blowout
Your bike is gutted. Your race ends where you stand.
Slashed Tireβˆ’15
Forced pit. Move back 15 cells.
Drained Yanβˆ’7
Your engine is bled dry. Move back 7 cells.
Pile-upbrawl
Pulls in you, every Gaki up to 4 cells behind and 1 ahead. Each rolls 1 die: 1 out, 2-4 back 7, 5-6 nothing.

2 MOVE doubles 2-2 to 5-5

Hell Lap+10
Move forward 10 cells.
Wall of Fireshield
For the rest of this round you cannot be overtaken. Anyone who would pass stops 1 cell behind you.
Damned Pitrepair
Your next Slashed Tire costs only 3 cells, your next Drained Yan only 1. Keep until used.
Overtakepass
Pass the racer ahead of you if they are within 4 cells.

3 FURY double 6

Demonic SpeedΓ—2
Double your next roll.
Impossible Overtakepass
Pass the racer directly ahead of you, any distance.
Dirty PlayZaiki's move
Trigger a brawl without taking any of its damage, and pass every racer caught in it.

Each Gaki carries a few Demonic Abilities. They are the only thing that bends pure luck.

AbilityWhat it does
QualifyingIn Qualifying, each die showing 4, 5, or 6 counts as one lower (a 6 counts as 5, etc.). Lowers your total, helps grab pole.
RaceDuring the race, each die showing 1 counts as 2. A double 1 is unaffected and still draws a DAMAGE card.
OvertakeWhen your move ends on an occupied cell, you take it and push the other racer one cell back, instead of stopping behind.
StartOn your first roll of the race, roll the 2 dice, then re-roll them once and keep whichever result you prefer.
Cold BloodWhen caught in a Pile-up, you are safe on a roll of 4, 5, or 6 (instead of only 5-6).
Hell GarageYour Slashed Tire costs 8 cells less (back 7) and your Drained Yan costs 3 less (back 4). On a Killing Blow, roll 1 die: on a 6 it becomes a Drained Yan instead.

Five real circuits of the Gaki Race world, one Grand Prix each. The Season runs them in order of difficulty: a warm-up first, the cruelest last.

GPCircuitRealm / biomeLength Γ— lapsDiff.SurfaceCells
1ZEROHell, Proving Ground / obsidian plain6.6 km Γ— 11 / 5Polished obsidian, low grip40
2TOKYOMortal Realm / neon underbelly8.4 km Γ— 42 / 5Wet asphalt + neon glass60
3HZ63Hell, HZ63 District / scrap-metal9.3 km Γ— 33 / 5Cracked asphalt + iron debris70
4SCARLANDHell, Outer Wastes / cracked-earth battlefield14.2 km Γ— 23 / 5Dried clay + battle wreckage75
5YELMORAHell, Inner Spires / bone-spire cathedral11.8 km Γ— 25 / 5Polished bone shards80

Board cells are scaled from each circuit's total race distance (lap length Γ— laps), kept in a playable 40-80 band. ZERO stays short on purpose: it is the proving-ground warm-up.

β˜… Track twists

One special rule per circuit, drawn from its real surface, and each bends the odds, so a bettor reads the track, not just the racers. First draft, to tune.

ZERO β€” Low Grip

Each die showing a 6 counts as 0 (the wheels spin on polished obsidian). Top speed is capped, the field stays bunched.

Betting read: tight and upset-prone. Long shots live here.

TOKYO β€” Wet Neon

Every Gaki passes on contact: end on an occupied cell and you take it and push that car back 1, even without Overtake.

Betting read: the lead changes hands all race. Bet the chase, not the pole.

HZ63 β€” Loose Bolts

When a Gaki suffers a Slashed Tire, the nearest Gaki within 4 cells behind clips the flung debris and moves back 5.

Betting read: damage spreads. KO and Pile-up bets pay off.

SCARLAND β€” Flat Out

+2 to every race roll (the fastest round). The surface charges for it: any Slashed Tire or Drained Yan costs double.

Betting read: short, brutal race. More retirements, record pole times.

YELMORA β€” Closing Walls

Any Pile-up pulls in the whole field (not just those nearby), and a result of 1 or 2 ends that racer's race.

Betting read: the season's deadliest finale. Survivors clean up.

Track flavor

Six Gaki, four on the grid now and two in development. There are no teams: every Gaki races as a lone rider, and every bet is on individual racers.

1 On the grid

Zaiki

Son of Satan, the "GOIMP" bike, the one who turned the race into a brawl.

RaceCold BloodOvertake

Koza

Raised by Iron Tiger in the HZ63 scrap-metal district, a mechanic by upbringing.

Hell GarageStartOvertake

Yuki

The younger twin. Ruthless, a cannon in close combat.

OvertakeStartQualifying

Yumi

The older twin. Cold and controlled.

RaceQualifying

2 In development

Monkey

Agile and wild. Abilities to be assigned.

JΓ€ger

Imprisoned prince, soldier of the resistance. Abilities to be assigned.

First draft. Ability assignments reuse the original profiles so the balance is a known starting point, then they get tuned to each Gaki's character.

β˜… Glossary

The terms the game uses, in one place.

TermMeaning
YanThe currency and power of Hell, refined from mortal sin. Your betting bankroll, and what you become if you go broke.
Hell SeasonThe championship: 5 Grand Prix, one per circuit.
PoleGrid slot 1, won by the lowest qualifying total. Starts closest to the finish.
DAMAGE / MOVE / FURYThe three card decks, drawn on a double 1 / other doubles / double 6.
Pile-upA group brawl that pulls in nearby racers, each rolling to see how badly they are hit.
RefinedWhat happens to a loser in Hell: turned into Yan. A racer is out; a broke player is eliminated.
Track twistOne special rule per circuit, drawn from its surface, that changes how the track plays and bets.
Open points (still in design). Track-twist strength, the two racers in development (Monkey, JΓ€ger) and their abilities, per-racer ability retuning, and the scoring ladder and grid-slot odds as the grid grows to 6. The planner and components list for this game are not set up yet.