What is Cell Phone Racing? |
RULES
HOW TO PLAY 1. Select racing site. 2. Define race. 3. Designate dialing and racing phones.
OTHER RULES
Do NOT touch the cell phone during the race. (Note: It is OK if the cell phone itself rams into an opponent's phone during the race)
EXAMPLE We'll take a normal cell phone racing two-on-two duel match as an example. In this case, we have four cell phones, two on each team. Each team needs the following:
The starting line is one side of the table. To win, one must vibrate the phone off the far edge of the table.
If the phone goes off any other edge, then it has to restart from the start line. VARIATIONS A common variation is Cell Phone War. In this match, the phones start on opposite ends of the table, with one team's start being the other's finish. The object is to get your phone to the other side. In these matches, ramming can be very useful. Cell Phone War matches are best with multiple phones per team. Phones need not all be deployed at the same time, but must be deployed on one's start line. |
The History of Cell Phone Racing | |
The Rules of Cell Phone Racing | |
Tips and Suggestions | |
Useful Links | |
Contact Cell Phone Racing Headquarters |