In the rule book I suggest that you setup the game by arranging the map as one large stripe across the table from: GMT-10 to GMT+12. However, one luxury of the board being 12 different cards is that it can be arranged however you see fit. So long as the time zones all connect, you could start with any location to make the map. Additionally, it does not have to remain a single stripe. The map can be arranged as two stripes, or perhaps as a box with three or four sides depending on your table setup. The options are only limited by your imagination.
'player Count' ~vs~ 'character Count'
In The Great Chase, there are six playable characters. The game requires at least three characters to be used, but the number of players can vary between 1-6. A single person may play the game by themselves by controlling all 3,4,5, or 6 characters at once. Alternatively, multiple players can choose to each select their own character to control, and all decisions are negotiated over as a group. One confusing aspect of this is the Tutorial Mode, which requires that only 3 characters are used no matter how many players there are to help teach the other mechanics.
:: Questions about :: ~Character Movement~
Does a player have to move during their turn?
No. A player is never forced to use any or all of their movement. Each Character’s ‘move’ statistic is the maximum range during their movement, use it however you like.
Can you Move Left and Right in the Same Turn?
Yes. A player may move left, right, or in both directions each turn. Example: Holly (Move stat = 2) may move two spaces to the left/right, or move one space in either direction and back again.
:: Questions about :: ~the Crew Ability~
Can a player pick-up and drop-off more than once a turn?
Yes. A player may pick up or drop off other players or diplomatic emergency cards as many times as they want on any of the spaces that they move across each turn.
can crewed characters also crew?
No. Only one character navigates at a time. During each character’s navigation their own movement and crew statistics are used for all calculations until the next character moves.
If a mission relocates players, can they crew?
No. Any characters moved by a mission do not get to crew or move until their opportunity to navigate during the turn.
:: Questions about :: ~Solving Flight Cards~
Can diplomatic & aircraft cards be solved in the same turn?
Yes! Once all characters have moved, diplomatic emergency cards on the correct time zone with an investigator on that same space will solve the card before any character takes the opportunity to roll the dice for solutions.
Can more than one Diplomatic Emergency be solved by a character in the same turn?
Yes. Typically a character cannot solve multiple diplomatic emergency cards in the same turn unless they combo with the “Report to: Any Time Zone” diplomatic emergency. Jeremy is a special exception, because his ‘Special Trait’ allows him to solve any number of diplomatic emergency cards from the GMT-4 map location.
Can a player solve more than one aircraft card per turn?
Yes, but only when working together. To do this, multiple investigators must end their movement on the same space with multiple unsolved aircraft.
Example: Mike and Miranda land on the same space with two unsolved flight deck cards. When Miranda rolls dice, so does Mike. Then, when Mike rolls dice, so does Miranda. Keep the best individual score during each roll. In this scenario Miranda likely solves both cards.
Can flight deck cards be solved after all mission are completed?
Yes. Players should solve as many cards as they can each turn. If there is no longer an active mission, solved flight deck cards are removed from the game map and discarded.
If multiple missions are active, can they be solved in any order?
No. Missions must be solved in the order that they arise.