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The Stock Car Championship Racing Card Game» Forums » Variants

Subject: Pit Stops: a new look at them rss

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Marcelo Paschoalin
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Santo André
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Pit stops are an important part of stock car racing. Those 6 (and, at times, a seventh) crewmembers work with heart and soul to keep the car running at the least amount of time possible, and sometimes they are responsible for a win or a loss.

Yet we felt we should review the current Pit Stop rules (RAW). This is a variant that doesn't change the core mechanics, but enhance them (at least in our gaming group view--we race a league for a few years already, with the rules below being in use for a little more than 2 years). Anyway, since we'll now use a 30-space board (I hope to finish it by saturday), we'll change the Green Flag rules to reflect the spaces-seconds ratio (I'll explain this at the end of this).

The original rules stated that when using the pit options (2-tire pit stop, splash 'n go), seconds are deducted. The reasoning continues, but we tried to make the total values reflect not only the time spent on the pit box, but on the full pit lane. If you are 1s behind the pack, for example, it makes little sense to us that when you enter the pits for a splash 'n go (which subtracts 10s from the total time) allows you to jump only 7s behind the pack (considering you used a Fast Pit 16s). What about all the time under the speed limit? So, we made some adjustments in that, adding time to the card, not subtracting it.

Another thing that we liked was the Pit Window rules, but we didn't want to force a driver to pit. In the beginning we decided that when the Pit Window was reached, the Driver deck was simply thrown in the discard pile (the driver wouldn't be able to refill his hand, but he could play normally). However, during a particular interesting race, one driver had his hand FULL of Draft cards: when everyone pitted during the last Pit Window, he stayed on track and used Draft after Draft to make the lap count until he breezed to the finish line never to be reached again (not a single yellow flag came out). After that, we changed the rule to the current wording.

PIT WINDOWS
When the Pit Window for a particular car is reached, discard the whole Driver Deck. That driver can not use a Draft card to make the Lap Count until he pits.

If a driver has the Good Fuel Mileage card, he is allowed to refill his hand once before his Driver Deck is discarded, but he still can't use a Draft card to make the Lap Count until he pits.

YELLOW FLAG PIT STOPS

-Close all gaps (if using two-lane racing, place all drivers on a single lane).
-Starting with the driver on front, place the car to the side if he wants to pit.
-The other drivers, one at a time, follow the same procedure until the whole pack had his chance to pit.
-Close all gaps again.
-Using some method (written paper, "Pit Type Chits" etc.), each pitting driver selects the type of pit stop he wants:
-> Splash 'n Go;
-> 2-tire Pit Stop (adds 4 seconds to the total time spent, Tire Wear recovers 2 points);
-> 4-tire Pit Stop (adds 10 seconds to the total time spent, Tire Wear is full once again);
-> 4-tire Pit Stop plus full Repair (adds 20 seconds to the total time spent and removes any bad conditions from the car, Tire Wear is full once again).
-The pitting drivers discard their whole Driver deck, their whole Reserve deck and as many cards they held as they want. Shuffle the discard pile, create new Driver and Reserve decks, refill hands.
-Select one card to use as time spent on pit procedure, add the modifiers for the type of pit stop selected, add .3s for each position after the first to enter the pits (if you are the third to enter, add .6s to your total time, for example).
-Accordingly with the total time spent, place the cars on the back of the pack, in order.
-Adjust the Pit Window for the cars that pitted. Do not refill their hands now (they start the next turn with one card less).

GREEN FLAG PIT STOPS

-Make Lap Count as usual.
-When a driver turn starts, if he decides to pit, place his car to the side, creating a gap where he was.
-The pitting driver selects the type of pit stop he wants:
-> Splash 'n Go;
-> 2-tire Pit Stop (adds 4 seconds to the total time spent, Tire Wear recovers 2 points);
-> 4-tire Pit Stop (adds 10 seconds to the total time spent, Tire Wear is full once again);
-> 4-tire Pit Stop plus full Repair (adds 20 seconds to the total time spent and removes any bad conditions from the car, Tire Wear is full once again).
-The pitting driver discard his whole Driver deck, his whole Reserve deck and as many cards he held as they want. Shuffle the discard pile, create new Driver and Reserve decks, refill hand.
-Select one card to use as time spent on pit procedure and place it face down in front of you.
-Continue the Action Phase with the next driver, until everyone took their turn.
-Reveal the cards of the pitting drivers, adding the modifiers for the type of pit stop selected.
-Accordingly with the total time spent, move the car back as many spaces as needed:
->On a Short Track, multiply the integer part of the total time spent by 1.5, rounding down;
->On an One Mile Oval, multiply the integer part of the total time spent by 1;
->On a Super Speedway, multiply the integer part of the total time spent by 0.5, rounding up.
-->If a car that didn't pit is already on the spot (if using two-lane racing: if both lanes are occupied), move the car leaving the pits one space back;
-->If two or more cars leaving the pits end on the same spot, compare the fractions of the total time spent to order them. If there's a tie, the first car to pit has precedence.
-Adjust the Pit Window for the cars that pitted. Do not refill their hands now (they start the next turn with one card less).

TIRE WEAR
A car loses a Tire Wear point:
-when he loses a Challenge;
-when the race reaches a number of laps equal to half the amount of laps of the Pit Window.

So, on a 100-lap Pit Window race, a car will lose 1 Tire Wear point at laps 50, 100, 150, 200, 250 and so on. If he has no Tire Wear points left, he is not allowed to Challenge a Pass and automatically loses any Challenges, but there's no additional penalty.

THE MATH
I've collected some data to determine how spaces on the board and seconds are related. I've used the data on Nascar.com webpage for the Sprint Cup races held this year so far.

This is what I've got:
Average Lap Time
Short Track 21.254s
One Mile Oval 29.819s
Super Speedway 53.900s


Considering we'll use now a 30-space track, the Space:Second ratio is, respectively, 1.411, 1.006, and 0.557. In order to make our math simpler, we decided to stick with 1.5 (rounding down), 1.0, and 0.5 (rounding up). The change is not drastic and the results are good enough for us.

So, if you lose 4 seconds, using the simplified ratio, you are moved 6 spaces back on a Short Track, 4 Spaces on an One Mile Oval and 2 spaces on a Super Speedway.
And if you spend 17.7 seconds on your Green Flag pit, you are moved 25 spaces back on a Short Track, 17 Spaces on an One Mile Oval and 9 spaces on a Super Speedway.


Of course, if you use a different track, you should adjust the factors accordingly. Divide the Average Lap Time I've found by the number of spaces on your track and find the ratio you'll use. If you have trouble doing that, just tell me.

Anyway here's a basic table with some numbers, almost ready for use:
15-space 20-space 22-space 30-space 40-space
Short Track 0.706 0.941 1.035 1.411 1.882
One Mile Oval 0.503 0.671 0.738 1.006 1.341
Super Speedway 0.278 0.371 0.408 0.557 0.742


I think this wraps this up. Of course, I'm just translating what we have here in Portuguese, so something may be unclear (or plain wrong, mind you). In any case, just tell me what you think.
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