Moving Barriers / Wrecks


just played over the weekend, I noticed that the players were always trying to get a perfect line before rolling engines. I added a rule were the barriers/wrecks/junkds would move down at the end of a round. a roll of 1d6 would determine how much everything moves down. on a 1 no movement, 2-3 only one space, 4-5 two spaces and a six 3 spaces. everything that end at the bottom gets up cycled to the top, tredmil style. let me know if you have any varients


What about pop up barriers? On a trip to Washington D.C. I saw them test the bollards that pop up out of the road near the White House. Those could be fun and unexpected in the game.