Formule De Race & Series Rules
Formule De Race & Series Rules
By Tim Trant, with ideas
from Carl Schnurr, Brian Bankler, and The General Staff game club.
October 6, 1995
The championships will be determined after a season of a
mutually-agreeable number of races, each on a different track. The
duty of Track Marshall (the race umpire) will rotate among all the
players in turn. The Marshall's team will not run in the race, so each
team will miss a proportion of the races. Conflicts over desired races
to marshall (i.e. circuits to sit out) will be resolved by die roll.
Each team must decide on the distribution of its Construction Points
(Construction Points) before the first race of the series. For three lap races, each
team has 24 points to allocate between the eight car categories and its
drivers; for two lap races, each team has 20 points. A mix of two and
three lap races may be run by requiring each car to expend four Construction
Points, with not more than one being removed from a single car category
(Driver, Qualifying, and Pit Crew may not be adjusted), before a two lap race.
The second car in a two-car team is simply a duplicate of its first
design, although the two drivers may have different numbers of Driver
Points. Allocations cannot be changed once the series is underway; a
team must race the same car on each of the different tracks in the
- Driver Points:
- -one Driver Point for ONE driver, usable once
per race, costs 1 Construction Point
- -one car Brake Point costs 1 Construction Point
- -one Bodywork Point costs 1 Construction Point
- -one Engine Point costs 1 Construction Point
- -one Suspension Point costs 1 Construction Point
- -one Transmission Point costs 1 Construction Point
- -one Tire Point costs 1 Construction Point. A car
may have no more than 6 Tire Points.
- -spend 1 Construction Point to improve the car's chance
of a good starting grid position. Details below.
- Pit Crew:
- -reduce the number of Movement Points required to complete a
pit stop by 3 (for a two-lap race) or 2 (for a three-lap race) for
each Construction Point spent here. A pit stop still takes a minimum
of one Movement Point to complete.
A standard race will be over two or three laps of the circuit, as
detemined when the series was set up. Starting grid position may be
determined by die roll, via a qualifying session, or by rotation among
the participaing cars, as decided at the start of the series.
The weather for a race is determined first, before the cars are set up
and starting positions are determined. A d20 is rolled and the result
is compared to the weather ratings for the track. If this initial
weather roll is within the range for either dry or rain, the entire
race is run under that condition.
If the initial weather result is "variable", the race begins under dry
conditions and an additional weather roll is made three times per lap
when the leading car enters particular track sections (which will be
set by the Marshall before the race begins, at approximate one-third
lap points, with the last check being just before the pit entrance).
These checks continue until two consecutive die rolls fall into the
same weather range (either dry or rain), after which the weather stays
in that state until the end of the race. Until that second-in-a-row
roll, the weather switches (if necessary) to match the latest roll, or
stays the same if the latest result falls in the "variable" range
(although this also zeros the count for two-in-a-row).
Players will collect chips or modify a car status sheet to indicate the
proper number of Points each of their cars has at the start of the
race. Car construction points may not be adjusted after the start of
the series, unless a two lap race is being run with a three lap car,
in which case 4 Construction Points from 4 different
car categories (i.e. NOT Driver Points, Pit Crew, or Qualifying)
must be removed before the start of the race. After the
initial weather conditions for the race and the starting grid positions
have been determined, tire types (see below) are chosen.
At the same time as its initial tire type is chosen, a team may choose
to run its car(s) with a high downforce wing setting. This is not
adjustable after the race has started, and has the following effects:
- -any move which ends in a corner may be reduced by 1 space if desired
- -maximum movement roll result in 4th gear is 11
- -maximum movement roll result in 5th gear is 18
- -maximum movement roll result in 6th gear is 26
1) Normal method
Each player makes a d20 roll for each of his cars, and the cars are
placed in order of increasing die score (lowest first). Ties are
broken with an additional roll(s). Pit assignments are then chosen in
REVERSE order of qualifying position (the car at the back of the grid
chooses first, etc.). Two d20 rolls are made for a car which has a
Qualifying Point, and the player may chose freely between the two
2) Full qualifying session
Each player runs a single lap of the circuit, with no other cars
interfering with his movement. The total number of game turns and the
total time required for the run are recorded. Starting grid position
is then in order of increasing number of game turns required (lowest
first), with ties decided in order of increasing total time (lowest
first). Cars have the same number of Points available as for a two lap
race, but every two points expended increases the count of the number
of game turns by one. Qualifying is always done in Dry weather, and
cars may choose Soft or Hard Tires. A qualifying car may begin in any
gear and in any space behind the start/finish line. The total time
measurement starts and stops when the car actually crosses the line,
and the count of the number of turns required begins and ends with (and
includes) the rolls which move the car across the line. A car with a
Qualifying Point wins any total time comparisons with a car without a
Qualifying Point. Pit assignments are chosen in order of qualifying
position (pole car chooses first, etc.).
3) Rotating Grid method
To eliminate the luck factor without going through full qualifying sessions,
the starting positions in a series of races may be rotated between the
different teams. The rotation used should be dependent on the number of
teams and the total number of races. For example, with five teams of
two cars starting, the total of the grid position numbers for each team
might add up to 11 (first and tenth, second and ninth, etc.). In a
series of twelve races contested by six teams, each team would use each
pair of grid positions twice.
A d20 is rolled for each car at the start of the race, before movement
(in 1st gear). On a roll of "1", the car has stalled; it does not
move, and must stay in 1st gear for the next game turn. A stalled car
does not risk stalling again on the second turn.
Cars move in order of position, leading car first. The following
points are considered when deciding whether one car is
"ahead" of another:
The owner of the car rolls either 1d20 or 2d10 and cross-indexes the
roll with the car's current gear to find the base number of movement
points which the car will have to expend that turn. This number may be
adjusted by a number of optional effects (e.g. expending an Engine
Point, taking the benefit of Soft Tires and/or a High Wing), thus
determining the car's "voluntary" movement. All "penalty" movement
(due to Rain, Suspension and/or Bodywork Damage, etc.) is assessed at
one time based on the car's position when it has completed all of its
"voluntary" movement. For instance, a car in the rain with zero
Bodywork Points which ended its move in the last space of a corner
would gain four more movement points (and have to pay for a four-point
corner overshoot) even though the Bodywork penalty alone would be
enough to move the car into the following straight. Generally, the
effects of one penalty cannot be used to gain a benefit or reduce the
effect of a different penalty.
- -if two tied cars are in different track sections (one in a
straight, the other in a corner), the car in the leading section of
track moves first;
- -a car on the inside of the current or next curve moves before a
tied car on the outside;
- -a car on the track section(s) adjacent to the pits moves before
any car(s) in the pit lane;
- -all cars in pit lane move before any cars stopped in a pit; and
- -cars stopped in a pit move in order of least number of movement
points required to exit the pit.
Ordinarily, one movement point will move a car one space. Some tracks
may have "doubled straights", i.e. track sections where each space costs
two instead of the normal one movement point. Movement in a corner
always costs one point per space.
Lane changes within a corner are allowed as long as they follow the
arrows which are printed within each corner space. A car moving within
a straight must move each game turn in the most direct manner possible
from its starting space to its end-of-turn space; this will generally
restrict a car to at most two lane changes per move on a straight,
unless some lanes are obstructed by other cars cars. Debris does NOT
block a lane. Zig-zag lane changes may not be used in order to move a
car fewer spaces than it would otherwise be able to travel.
In order to pass through a corner without penalty, a car must end its
turn within the boundaries of the corner the number of times specified
within the (yellow) flag. A car may reduce the required number of
turns by one, in which case it pays a penalty in Tire Points determined
by the number of movement points it expended that turn beyond the
corner boundary; a car loses one Tire Point per point of overshoot, and
a car with Soft Tires loses one additional Tire Point if it overshoots
at all. A car which fails to spend even the reduced number of turns in
a corner, or which enters a second corner without stopping in the
previous one, crashes and is out of the race.
A car spins out if a cornering penalty requires it to expend one more
Tire Point than it has remaining. The car loses any Tire Points which
it did have, and is faced backwards in its final movement space. Next
turn it is faced forwards again and moves away in 1st gear.
A car crashes and is out of the race if it is required to expend two or
more Tire Points more than it has remaining. The crashed car does not
leave any debris behind on the track.
A car may expend Brake Points in order to reduce its number of movement
points, at a rate of one Brake Point per movement point.
Cars must start moving (at the start of the race or after a spin) in
1st gear. For following game turns the gear marker may be freely
shifted up or down by one. Gears are set at the beginning of each game
turn, before any cars have moved. Greater upshifts are not possible,
but a car may downshift by a greater amount if it has Transmission
Points (and possibly Brake and Engine Points too) available. Skipping
one gear (i.e. shifting down by two) costs one Transmission Point;
skipping two gears costs one Transmission Point and one Brake Point;
and skipping three gears costs one Transmission, one Brake, and one
Engine Point. It is not possible to skip more than three gears.
A car which has its path completely blocked by other cars must
"swerve"; it may optionally make an additional downshift at a cost of
one Transmission Point per gear immediately before making its movement
roll, and then must expend Brake and/or Tire Points to use up any
remaining unusable movement. If the car has Brake Points remaining,
three of them (or all remaining) must be used first to cancel unusable
movement, one Brake Point per movement point. Additional movement
points, up to a total of six, may be cancelled by expending one Tire or
Brake Point for each. If there is still unused movement remaining, the
car crashes and is eliminated, leaving debris in its final space, while
the blocking car ahead loses one Bodywork Point.
A car which ends its move within a corner must check for a collision
with each car in an adjacent space. Two adjacent cars each roll 1d20,
and a result equal to or less than the corner number (the number in the
(yellow) flag) indicates the loss of one Bodywork Point for that car.
If a car has lost all its Bodywork Points its movement each turn is
adjusted; if it has already completed the required number of stops
within the current or most recent corner the final movement point is
expended without producing any movement for the car, and otherwise (if
it has NOT completed the required number of stops for the current
corner) its move is increased by one movement point. (Generally this
means that a car will lose a space of movement on a straight, but gain
a space in a corner; however a car overshooting a corner will still
have to take an extra space.) A car which is required to lose a
Bodywork Point when it has none left leaves debris in its space and is
eliminated from the race, and if none of the adjacent cars lost a
Bodywork Point in the same check they must check again, with the lowest
roll losing one Bodywork Point.
Optional Chain Reaction Rule: Regardless of the result(s) of the
collision check(s) of the other involved car(s), whenever a car is
eliminated due to loss of Bodywork all adjacent surviving cars make an
additional roll, and the one rolling the lowest loses a Bodywork Point.
The process is repeated (possibly multiple times) if that car also
loses unavailable Bodywork Points and is eliminated.
A car may also receive Suspension damage due to moving into a space
which contain debris. A debris marker is placed in a car's space
whenever it loses a Bodywork Point, takes Engine Damage due to a failed
Reliability check, or is eliminated due to Bodywork damage or Swerving.
A following car which moves into that space must check with a 1d20
roll: a result of "1" - "4" ("1" - "5" during Rain) means that the car
loses a Suspension Point. As with Bodywork Points, a car with no
Suspension Points has its movement adjusted exactly as for the complete
loss of Bodywork Points. If both Bodywork and Suspension Points have
been reduced to zero, the car's movement is adjusted by two movement
points instead of one. A car which is required to lose a Suspension
Point when it has none left is eliminated from the race.
A car's move is not complete until after all collision checks caused by
its move are complete. If its last point of Bodywork or Suspension is
lost in the last space of a car's move, it must still immediately make
the additional penalty move.
If a car's movement die/dice roll is "16", that car loses one Engine
Point due to lack of reliability. Only the actual die or dice result
is considered, NOT a modified result (from a voluntary use of an Engine
Point to increase the effective die roll). A debris marker is placed
at the car's position on the track.
A player may voluntarily use up a car's Engine Points in order to
increase a turn's effective movement die roll. One Engine Point may be
expended (per turn) in order to increase a movement roll by five.
Debris is NOT placed if an Engine Point is intentionally expended.
There are three different types of tires (soft, hard, and wet), and any
one may be chosen for Qualifying, at the start of the race, and at a
In dry weather, hard tires are "normal", and have no additional
benefits or drawbacks. A car with soft tires (in dry weather) has the
option of moving one additional movement point each turn, but also
loses one additional Tire Point every time it receives overshooting
cornering penalties from overshooting. This bonus is not available to
a car which has zero Bodywork or Suspension Points. Soft tires also
wear out after a single lap; if a car continues on soft tires for a
second lap it loses the benefit of the optional point of movement and
loses two additional Tire Points from overshooting any corner. On a
third lap on the same set of soft tires there is a one movement point
penalty on each move and three extra Tire Points are lost if the car
overshoots a corner. If wet tires are used in dry weather, Tire Point
losses from overshooting a corner and/or Swerving (when the car's path
is blocked) are doubled.
In wet weather, soft tires have no advantage over hard tires, although
soft tires still wear out (with penalties as above) after one lap. A
car with either hard or soft tires moves an additional three movement
points if it ends its move within a corner. A car with wet tires moves
only one additional movement point if it ends its move within a corner.
The chance of a collision in a corner and of hitting debris is
increased by one in wet weather (e.g. debris causes Suspension damage
on a 1d20 roll of "1" - 5" instead of "1" - "4").
Pit lane may only be entered by a car which will make a pit stop.
There is no restriction on the number of cars which may occupy a space
in pit lane at one time; pit lane is considered to be infinitely wide.
There is a 4th gear limit for a stopping car when it enters the pit
space; a car ends its move and loses one Transmission and one Brake
Point per gear if it reaches its pit while in a higher gear, and it
must make up for any unused movement points by increasing its pit stop
requirement (next game turn) by the same number of movement points. A
car may only stop in its particular pit area, which it might possibly
share with one other team (pit assignment having been done during
qualifying); multiple cars may stop in the pit at the same time. A pit
stop to change tires (i.e. to regain all lost Tire Points) requires a
car to expend the number of movement points which corresponds to a die
roll of "10" for the car's current gear (possibly over two or more
turns). This movement point requirement may be reduced if Construction
Points were spent on the "Pit Crew" category. No gear changes are
allowed for a car which is stopped in a pit. A single point of
Suspension OR Bodywork may be repaired during a pit stop at the same
time as new Tires are installed at a total cost of one and a half times
the usual Movement Point cost, and additional Points may be repaired at
the cost of the expenditure of additional Movement Points equal to the
normal cost for its current gear (i.e. if in fourth gear, another 10
Movement Points per Suspension or Bodywork repaired). The type of the
new tires which will be installed, and whether Bodywork or Suspension
repairs will be done, must be declared when the car enters the pit. A
car does not have to leave the pit before making more repairs or
changing tires again (to a different type), but all announced pit work
must be completed before any more can begin.
At the end of the game turn in which the leader finishes the first lap,
a number of "backmarker" cars equal to half the remaining field
(rounded down) is placed on the track. These are placed by the car
owners in reverse order of current standing in the race, and must start
in the centre lane at least one track section (straight or corner)
ahead of the leading car. Backmarkers always use 3rd gear, and always
use a d20 for movement. Backmarkers drive in the middle lane if
possible, but follow the movement arrows in corners and pass on the
outside (of the next corner) in the straights if necessary to avoid
other cars. A backmarker never ends its move in a space which
completely blocks the track (in conjunction with other racing cars
and/or backmarkers), but instead does not move the final space(s).
Backmarkers can cause but not receive Bodywork damage, and do not leave
debris. When first placed, backmarkers are considered to be the front
cars, i.e. their movement rolls are made before the race leader moves.
Backmarkers may be removed after they have been passed by all remaining
player cars if it is obvious to all that they will have no further
effect on the movement of any player's car. Backmarkers play no part in
determining finishing positions, regardless of whether or not they are
eventually passed by player cars (i.e. they are always considered to be
many laps behind, even compared to crashed player cars).
The condition of the driver must be checked whenever a car is
eliminated from the race. One d20 is rolled (add 3 to the roll if the
car was eliminated due to Engine Damage), and if the result is greater
than or equal to the car's current gear number the driver is uninjured.
Otherwise, a second d20 roll is made:
Driver Injury Result (d20):
If a driver is killed or injured during qualifying, that team cannot
bring in a replacement driver (and car) until the next race. If a
driver is severely injured (removed for the rest of the season) or killed
during a race, the race is stopped when all cars have had their move for
the current game turn. The race is over, and if at least one
full lap had already been completed full points are awarded according to
current position; otherwise the current positions are used to determine the
starting grid for a restarted race of one less lap, with only the Tire
Points of each car restored to the original values.
- if the number rolled is less than the gear #, the driver cannot race for
remainder of the season. In this case a final d20 roll is made, and
if this is also less than the gear # the driver is killed in the crash.
- if the number rolled is between the gear # and 10 (inclusive), the driver
misses 1 race due to injuries.
- if the number rolled is between 11 and 15 (inclusive), the driver misses
2 races due to injuries.
- if the number rolled is 15 or greater, the driver misses 3 races while
he recuperates in hospital.
Expending Driver Points
A player may choose to re-roll a car's die or dice roll by expending
one of that driver's Driver Points. Any roll made by that player and
concerning that particular car or driver may be re-rolled. The second
result must be accepted, even if it is worse than the initial roll, and
cannot be re-rolled again.
The first six cars to finish a race earn points towards the Drivers'
and Constructors' Championships. 10, 6, 4, 3, 2, and 1 point are
awarded respectively to the first through sixth- place finishers
towards both Championships.
The first three finishers earn 1/2 of a Driver Point each, and in
addition everyone who finishes the race also earns 1/2 of a Driver
Point. Driver Points earned in this way are lost when expended but may
be carried from race to race until they are expended (unlike those
which are purchased before the series begins with Car Construction
Points, which are available for each race but may NOT be accumulated).
The series Drivers' Champion is the one who has won the most Drivers'
Championship points when all the races have been completed, and the
Constructors' Championship is determined similarly. Ties are broken in
favour of the driver or team which has the most first place finishes,
or second place finishes if there is still a tie, etc.
Article by Tim Trant, Toronto, Ontario, Canada
October 6, 1995
The Game Cabinet
- Ken Tidwell