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Subject: Variant rules (revised 8/17) rss

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Kevin Smith
United States
Wichita
Kansas
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This post has been edited to show the most up to date playtest mechanics, and to eliminate mechanics we don't think are going to work.
We have now settled on a KERS system, and have put the speed bonus declaration back in.

I don't have the document posted yet, but I thought I'd cut and paste from it to show you the direction we're heading with our variant rules. We think that using the following as a starting point will keep most of the game intact, but bring the rules a little closer to the way F-1 races are currently run.
Feedback will definitely be appreciated.
I apologize for the "all caps" rules, but it's because of the font I used in the document itself.


PITSTOP VARIANT RULES

COMPONENTS
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

GAME SET-UP
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

DICE
THE DICE SERVE TO DETERMINE THE CAR SPEED TOGETHER WITH KERS CHIP GENERATION. EACH PLAYER WILL NEVER ROLL MORE THAN SIX DICE AT ANY ONE TIME. THE DIFFERENT FACES ARE AS FOLLOWS:

50: SPEED OF 50 KM/H
50 (CIRCLED): SPEED OF 50 KM/H AND DRS BONUS MOVEMENT
BLANK: POWER DROP AND KERS CHIP GENERATION

CIRCUITS
THESE SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

STARTING GRID
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

GAME SEQUENCE
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

MOVEMENT


Okay, after playtesting our rules last week, we've come to the realization that we need to play the movement rules as written in the rules regarding the speed bonus. So players will declare whether they will use the speed bonus of one when in first through third gears, or two when in fourth through sixth gears. What we found was that cars with soft tires could not even finish a lap without the extra movement awarded by the speed bonus.

In addition, the DRS system and alternate KERS bonus system both work great.


THE PLAYER, WHEN PLAYING HIS TURN, MUST THROW A NUMBER OF DICE EQUAL TO THE CURRENT GEAR THE CAR IS IN. THE PLAYER ALSO ANNOUNCES IF HE INTENDS TO AVAIL HIMSELF OF THE THE SPEED BONUS, WHICH IS 50 KM/H IN FIRST THROUGH THIRD GEARS, OR 100 KM/H IN FOURTH THROUGH SIXTH GEARS. THE RESULT ON EACH DIE IS ADDED TOGETHER, AND ALONG WITH THE SPEED BONUS, RESULTS IN A TOTAL SPEED FOR THE CURRENT GAME TURN. THE CAR THEN MOVES ONE SPACE FOR EACH 50 KM/H OF SPEED.

* EACH 50 RESULTS IN ONE SPACE OF MOVEMENT.
* EACH CIRCLED 50 RESULTS IN ONE SPACE OF MOVEMENT, AS WELL AS GENERATING ONE ADDITIONAL SPACE OF MOVEMENT IN A DRS ACTIVATION ZONE.
* EACH POWER DROP (BLANK FACE) RESULTS IN NO SPEED GENERATED BY THAT DIE.

AT THE END OF A PLAYER’S TURN, THAT PLAYER MUST DECIDE ON THE GEAR FOR THE NEXT TURN. THE FOLLOWING LIMITATIONS APPLY WHEN SELECTING A NEW GEAR:

* A MAXIMUM INCREASE OF TWO GEARS IS ALLOWED.
* A MAXIMUM DECREASE OF THREE GEARS IS ALLOWED.

KERS BONUS
A CAR’S KERS SYSTEM IS USED TO GENERATE EXTRA MOVEMENT. THIS EXTRA MOVEMENT IS GAINED BY SPENDING KERS POINTS. THE FUEL TRACK, WHICH IS NO LONGER USED, CAN BE USED TO TRACK THE CURRENT KERS POINT LEVEL.

A CAR STARTS A RACE WITH THE KERS SYSTEM FULLY CHARGED, WHICH IS 16 POINTS OF KERS. KERS POINTS ARE ACCUMULATED AS FOLLOWS:

* FOR EVERY CORNER SPACE A CAR MOVES THROUGH, ONE KERS POINT IS GENERATED, WITH THE FUEL PAWN BEING MOVED ONE SPACE "UP" THE KERS POINTS TRACK. THE KERS PAWN MAY NEVER MOVE PAST THE FULLY CHARGED STARTING SPACE.

KERS POINTS MAY BE SPENT, WITH THE FOLLOWING RESTRICTIONS:

* FOR EVERY FOUR FULL POINTS OF KERS SPENT, 50KM/H IS ADDED TO THE CURRENT TURN’S MOVEMENT.
* A CAR MAY NEVER GAIN MORE KERS BONUS SPACES THAN THE GEAR THE CAR IS IN.

FOR EXAMPLE, A CAR IN THIRD GEAR MAY GAIN UP TO AND INCLUDING THREE KERS BONUS SPACES BY SPENDING THE APPROPRIATE NUMBER OF POINTS, IN THIS CASE 12.

* THE EXPENDITURE OF KERS POINTS IS ANNOUNCED AFTER THE DICE ARE ROLLED, BUT BEFORE ANY MOVEMENT OF THE CAR HAS BEGUN.
* A CAR MAY NOT GAIN KERS ON THE SAME TURN THAT IT SPENDS KERS.
* KERS POINTS USED TO INCREASE MOVEMENT DO ADD TO THE TOTAL SPEED OF THE CAR, AND WILL INCREASE TIRE WEAR ACCORDINGLY WHEN SAFE SPEEDS IN CORNERS ARE EXCEEDED.
* THE MOST KERS POINTS A CAR MAY SPEND DURING ANY GAME TURN IS 16, WHICH IS THE VALUE OF A FULLY CHARGED KERS SYSTEM. THIS WILL ADD 4 SPACES OF MOVEMENT, WHICH IS 200 KM/H.

DRS SPEED BONUS (NEW)
DRS SPEED BONUSES ARE GENERATED WHEN CIRCLED 50 RESULTS ARE ROLLED ON THE DICE. ONE BONUS SPACE IS AWARDED FOR EACH CIRCLED 50 RESULT, WITH THE FOLLOWING RESTRICTIONS:

* THE DRS BONUS BECOMES ACTIVE ONLY IF A CAR IS WITHIN TWO SPACES OF THE CAR IMMEDIATELY IN FRONT OF IT IN THE STANDINGS, AND AT THE END OF THE MOVE WHEN THE DRS ACTIVATION SENSOR SPACE HAS BEEN REACHED OR PASSED.

CARS QUALIFYING FOR THE DRS BONUS WILL BE SO NOTED WITH A DRS BONUS CHIP.

* THE DRS BONUS CHIP WILL BE LOST IF, ONCE THE DRS ACTIVATION ZONE HAS BEEN ENTERED, A LOWER GEAR IS SELECTED THAN THAT USED ON THE MOVE WHEN THE ZONE WAS ENTERED .
* THE DRS BONUS IS ONLY APPLIED TO MOVES BEGINNING IN SPECIFIED DRS ACTIVATION ZONES OF EACH TRACK. THE BONUS CONTINUES TO APPLY UNTIL A LOWER GEAR IS SELECTED.

THIS MEANS THAT THE DRS BONUS MAY BE APPLIED TO SEVERAL CONSECUTIVE MOVES.
WHEN USING THE DRS BONUS, ANY OR ALL OF THE DRS BONUS MAY BE UTILIZED. THE ENTIRE BONUS DOES NOT NEED TO BE USED. HOWEVER, IF ANY OF THE BONUS IS EVER NOT USED, THEN THE CAR IS ASSUMED TO HAVE BRAKED, AND THE DRS CHIP IS INACTIVATED.

BENDS (CORNERS)
THESE SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

TYRE CONSUMPTION
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

FUEL CONSUMPTION
THIS NO LONGER APPLIES.

MOVEMENT RESTRICTIONS
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP, WITH THE FOLLOWING EXCEPTIONS:

* NO MORE THAN TWO CARS ARE EVER ALLOWED ON ANY ONE SPACE.
* A CAR ENTERING A SPACE CONTAINING ANOTHER CAR IN A CORNER MUST SPEND TWO MOVEMENT POINTS, INSTEAD OF THE NORMAL ONE, TO ENTER.

PIT STOPS
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP, EXCEPT THAT FUEL CONSUMPTION IS NOW IGNORED.

RACE LENGTH
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

RACE WINNER
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

CHAMPIONSHIP
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

QUICK GAME
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

SOFT TYRES
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

ADVANTAGES FOR WHO IS DRAFTING
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.

SPEED LIMIT ENTERING PITS
THIS SHOULD BE HANDLED IN THE SAME MANNER AS PITSTOP.


The above is what we have so far. The DRS activation space and activation zone or zones will be the most difficult to incorporate into the variant rules. Each real world track typically has one activation sensor, followed by an activation zone that is several hundred yards long. Both the sensor (which would simply be a single space on the game track), and the activation zone (which typically follows shortly after the sensor, and which typically includes the home straight), would need to be denoted somehow on the game track. Knowing where these actually occur on the real world tracks would be important.

Also, the Movement Restrictions section has a minor tweak added by us. Allowing three cars per space seems a little too liberal. We also think that entering the same space as another car in corners should be a little more difficult, and therefore cost a little more in movement. After talking with the friend of mine who's helping with the variant rules (and who actually knows more about this stuff than I do...), I believe we're on the right track with the extra movement cost. As a race progresses it becomes increasingly more difficult, due to build-up on the track, to run outside of the normal racing line. Therefore you could probably make a case for the extra movement cost when entering a space already containing another car anywhere on the track after the first lap, and not just in the corners. We'll just have to see how this playtests.

Ultimately we'll probably add some additional minor rules for collisions and tire wear for hard braking, but the above is most of what we'll add.

Let me know what you think.

Kevin



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