Championship Formule De Rules
Introduction
The following rules are by the designers, Eric Randall and Laurent Lavaur,
and are used in championships in which they participate.
The rules are from the Championship Kit, which
also includes ten additional black & white tracks plus a
variety of record sheets, from ASPIFD:
Association Des Pilotes de Formule De
175, rue du temple
75003 PARIS
Tel: 48 87 19 47 / 47 91 44 61
Championship Rules
Season Length
The championship is
determined over a maximum of 16 races. The
driver and the team which have won the most
points by the end of the season are the
champions. A team consists of two cars.
Rules
A championship is run using all the
optional rules in the Formule De rule book
(drafting, tires, time trials, 3 lap race, pit
assignment, car design, Suspension, weather,
etc).
Points Distribution
After a race, only the first
six finishers gain points. First through sixth
places collect 10, 6, 4, 3, 2, and 1 point
respectively.
Pit Assignment
This is decided on the basis of
the number of points won to date by each
team. The leading team uses the pit farthest
from the pit exit, through to the team with the
least points which uses the pit closest to the
exit. For the first race of the season, decide on
the basis of the previous year's results, or
decide by die roll if this is the first season.
Driver Points
For each 30 points won during
the preceding two years and this year's races
to date, a driver receives one Driver Point.
These points may be used for an additional
space of movement, and may be expended
(permanently used up) as the player/driver
wishes during a race. Only one point may be
used in a single move, and only two points may
be used in the same race.
Team Points
For every three victories won by
a team over the previous two years'
championships and the current one to date, a
Team Point is obtained. A Team Point may be
used to increase the number of construction
points for one car for one race. Only one point
may be expended on a single car in each race.
Fatal Driver Accidents
A driver may be temporarily incapacitated or permanently
removed from the championship because of an
accident during a race. If eliminated because
of Bodywork damage or overshooting a corner
and lacking more than three Tire Points, the
player rolls a die (d20). If the result is a 1, the
driver may not participate in the next race (a bit
like Berger in '89, or Mansell in '87) and a
second roll is made. If the second result is 1 or
2, the accident is too severe and the driver
does not survive (Peterson in '78) or decides to
retire (Lafitte in '86). The player may take
another driver, with a new name, in the
championship.
If the accident is serious (the first roll
above was a 1) and took place after the end of
the first lap, the race is finished and the
position of the cars on the track at the moment
of the accident determines the finishing
positions. If a serious accident takes place
during the first lap, a new start is made for a
two-lap race, and the starting grid is determined
by the positions of the cars at that time. No tire
changes are permitted before the restart.
Driver Injury in Qualifying
If a car exceeds the end of a corner by six or more spaces during
qualifying, or spends two or more fewer turns in
the corner than required, it has suffered a
serious accident. The player rolls the die, and
if the result is a 1 the driver may not start this
race. In this case a second die roll is made,
and if this results in a 1 or 2 the driver has
perished in the flaming wreckage of his car
(Villeneuve in '82, Depailler in '80) or is no
longer able to race because of his injuries
(Pironi in '82). In both of these cases the
player may not start a new driver (with a new
name) until the following race, to the delight of
the other players.
Optional Rules
These rules may also be used in a
championship if a majority of the drivers agree.
Vehicle Inertia
A broken Engine may occur in
5th or 6th gear. The inertia of the car causes it
to move, in the following turn, a number of
spaces equal to the gear it was in (5 spaces in
5th, and 6 spaces in 6th). If the driver is able
to coast before the engine locks up completely
(50% chance), the car continues to move, one
fewer space each turn, until it stops (at the side
of the track, or in the path of the other cars if
desired ...). This rule may also be applied to a
car which has lost its Bodywork or Suspension.
In this case, the car moves the next turn a
number of spaces equal to the gear it was in,
with no possibility of coasting further. This
simulates the fact that the car will remain on
the track a certain length of time before being
removed by the course marshals. At the end of
the turn after its elimination (or at the end of
the turn in which the broken car makes its last
move) the car is removed from the track. Until
this moment, the driver may move as he wishes
on the track: he may certainly annoy the other
drivers. When using this rule, a car which
breaks near the finish line may still finish,
perhaps in the points ... However, even if a
broken car is able to coast into the pits, it is not
permitted to be repaired. When a F1 driver
(Schumacher for example in France in '92) can
return to his pit to fix the bodywork, this means
only that the car was not totally out of
commission and the Bodywork points have
been used to get the car back into shape.
High Wing Setting
The cars are equipped with
a wing to improve the aerodynamics. The wing
may be positioned at a "high" setting, which
slows the straight-line speed but improves the
cornering speed of the car. Choosing a High
Wing has the following effects:
- movement in the corners may be reduced by 1 space if desired
- maximum speed in 4th gear is 11
- maximum speed in 5th gear is 18
- maximum speed in 6th gear is 26
Experimental Engine RSJ407C
The latest thing in engines may be used in qualifying or in a
race. It is certainly faster, but also a bit more
prone to failure ...
- movement in 4th: +1 space on a roll of 17 or more
- movement in 5th: +3 spaces on a roll of 16 or more
- movement in 6th: +5 spaces on a roll of 14 or more
- Engine damage check for every move made in 5th or 6th
- check for Engine damage twice if in 5th or 6th and anyone else in 5th or 6th
rolls a 19 or 20 for movement
Note: if used in qualifying, check for Engine
damage every turn that 5th or 6th gear is used,
which is the risk you take to try to make up a
little time. Consider the car to have only a
single Engine Point during qualifying (to go
faster, one takes risks ...)
Soft and Rain Tires
When driving on Soft tires, all the Tire Point penalties are doubled (for
overshooting corners). If you run a second lap
without stopping at the pits for new tires, the
penalties are tripled and the +1 bonus no
longer applies. If you run a third lap without
stopping, the penalties are tripled and the car
loses one space of movement on each move.
If you drive on Rain tires during dry weather, all
the Tire Point penalties are doubled.
Editor's note: Thanks to Tim for translating these from the French.
Tim says that he thinks that some of the rules offered above
are a bit weak. He also implies that he has his own set of championship
rules. I'm hoping for a more detailed commentary on the rules above
and a possible writeup of Tim's homegrown rules, as well.
Watch this space!
Translated by Tim Trant, Toronto, Ontario, Canada
tim@eecg.utoronto.ca
August 5, 1994
The Game Cabinet - tidwell@kaleida.com - Ken Tidwell
The Game Cabinet
- editor@gamecabinet.com
- Ken Tidwell