Mushi Rally is a gambling contest in which teams of participants bet on racing insects.
A total of 6 insects are prepared to run in a course containing randomized terrain and obstacles.
A group's individuals can each vote for the insect they think will do best in the race.
Points are awarded based on the insect's placing, and each participant's points get added to the group's total score.
The team with the highest score wins the contest and is awarded with the Reward.
The amount of points granted by each bug's placing are as follows:
1st: 6
2nd: 4
3rd: 3
4th: 2
5th: 1
6th: 0
All 6 racing bugs are distinct from one another, containing their own set of strengths and weaknesses that affect their performance.
Some bug's strengths and weaknesses can be gathered from the way they look, but others are a bit more tricky.
The GM only describes each bug's appearance to the players.
The bugs are as follows:
Big Boy: A large, black stag beetle with powerful looking pincers. Advantage: Breakable obstacles. Disadvantage: Narrow spaces.
Lancelot: This purple bug resembles a lance. It is quite thin and long. Advantage: Narrow spaces. Disadvantage: Climbing-walls.
Hops: A yellow grasshopper with powerful looking legs. Advantage: Climbing walls & breakable obstacles. Disadvantage: Tunnels & narrow spaces.
Stanley: A blue beetle with no particular standout feature. Advantages: None. Weaknesses: None.
Miles: A multicolored millipede, long and leggy. Advantage: Narrow spaces & Climbing-walls. Disadvantage: Breakable obstacles & tunnels.
Bo-bo: One tiny red bug that seems to move by curling up into a ball and rolling around. Advantage: Tunnels. Disadvantage: Climbing-walls.
Because the participants get to see the course before selecting their bug, they can make educated guests as to which bug they think will perform best in this particular race.
This particular course contains:
{% breakable = {1d4-1} %}{% narrow = {1d4-1} %}{% wall = {1d4-1} %}{% tunnel = {1d4-1} %}
{$breakable} breakable obstacle(s), {$narrow} narrow space(s), {$wall} climbing-wall(s), and {$tunnel} tunnels(s).
This generator rolls a total of 4d4 dice for each bug, adding 1 additional d4 to that roll for each advantage granted by the course, and subtracting them for each disadvantage.
Each bugs total scores this time are as follow:
Big Boy: Roll 4d4 + {$breakable}d4 - {$narrow}d4
Lancelot: Roll 4d4 + {$narrow}d4 - {$wall}d4
Hops: Roll 4d4 + {$breakable}d4 + {$wall}d4 - {$narrow}d4 - {$tunnel}d4
Stanley: Roll 4d4
Miles: Roll 4d4 + {$narrow}d4 + {$wall}d4 - {$breakable}d4 - {$tunnel}d4
Bo-bo: Roll 4d4 + {$tunnel}d4 - {$wall}d4
The GM then narrates the race to completion according to these scores, those with the highest scores finishing the race before those below them.
In case of ties, bugs are awarded the same placing and points.
This time around, Roll 1d3 other team(s) participated. As the GM, select their choices and calculate their points alongside the PCs' own.
Roll on "Reward"