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Subject: Our modified rule set. (feedback requested) rss

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Shane Hoopfer
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The idea of our rule set is to create a fun experience for all the players who may not be F1 or racing fans in general with the secondary goal of speeding up the game while not taking too much away from the spirit of F1 racing. Rules here have been borrowed from many other rule sets I have read on the geek so thank you for the ideas.

So check it out and let me know what you think and if I forgot to add anything!

Modified Formula De/D rules

Length Of Race- Designed for 2 lap races with considerations for 3 lap races.

Car Setup- 20 points to be distributed on the vehicle with no stat being lower than a “2”. Also two points will be allocated for repair in pit stops (explained in more detail under pit stops)

Shifting- The car may be shifted two gears at one time up or down. Eg. 2nd to 4th gear or 5th to 3rd gear. This does not carry a penalty. The gear box can also be used to increase this effect (explained in more detail under Gear Box)

Qualifying – Every driver rolls the black 20 sided die with the highest roll gaining pole position and the next highest roll starting second and continuing on until all cars are placed.
For subsequent races the racer who finished last in the previous race will get pole position for the next race. The winner will start in the last spot. Etc. etc.

Start Of Race- Every driver shall begin the race in 2nd gear. The black 20 sided die is rolled. On a roll of a “1” the driver has a bad shift and is forced to make his first roll in 1st gear. On a roll of “20” the driver has a great shift off the line and rolls in 3rd gear.

Cornering Rules- If a car overshoots a corner by three or more spaces at any time it crashes and is eliminated from the race. Place debris on the track at the space the crash would take place in the outside lane.
Cars are of course required to make the printed number of stops on a corner. The overshoot applies to the final stop of a corner. If a car fails to make the proper number of stops it has crashed. Place debris on the track at the space the crash would take place in the outside lane.

Tires/Tyres- Tire points are used when overshooting a corner. One point per space the car overshoots the corner. If at any time the car runs out of tire points, it has received a flat tire and may proceed but only at a maximum of 3rd gear until the car pits.

Brakes- Brake Points may be used at any time reduce the roll of a movement die by “1”. Eg. If a player rolls a “16” he may use a brake point to move only 15 spaces. You may only use one brake point per movement roll. If you use your final brake point the car may no longer use it’s brakes and may only downshift by one gear at a time, until they are repaired in the pits.

Gear Box- As mentioned earlier the car may shift up or down two gears at a time with no penalty. However if a driver wishes to shift the car three gears at a time he may do so at the cost of one gear point. Eg. Shifting from 2nd to 4th is free, if the driver wishes to go from 2nd to 5th gear it costs him/her a gear box point. You may only use a gear box point once per turn. (So you can’t go from 2nd to 6th under any circumstances) If you run out of gear points the car is considered to be limping and is limited to 3rd gear until it is repaired in the pits.

Body Points- If a car runs out of body points it is considered seriously damaged and can continue along in no more than 3rd gear, until it is repaired in the pits. How you lose body points will be explained in Collisions. If a car that is limping (aka 0 body points) takes another point of damage the car is eliminated from the race.

Engine Points- Engine points may be used at anytime to increase the roll of a movement die by “1”. Eg. If a player rolls a “16” he may use one engine point to move 17 spaces. You may only use one engine point per movement roll. If you use your final engine point you have blown your engine and the car must down shift every turn thereafter, until the car is repaired in the pits (Obviously a car with a blown engine that can’t downshift any further stops at that point on the track.)
*Special Note* Ignore the rule that says if you roll a 20 or 30 you take an engine point of damage. It’s a stupid rule and I stand by that statement

Suspension Points- Pretty much the only way to lose a suspension point is to run over debris on the track. If you run out of suspension points the car is considered limping and is limited to 3rd gear until repaired in the pits.

Pit Stops- In a 2 lap race every car is required to pit after the 1st lap. In a 3 lap race every car is required to pit one time. It takes one full turn to complete a pit stop. They of course may pit twice if needed. When a vehicle pits Tires and Body points are replaced at no cost. (tire change and a wing change can be done quickly) The two repair points may be used on any other stat and in any combination. Eg. One point to the engine and one to the gear box.
Cars only enter the pits at 4th gear or lower. After the pit stop is complete the vehicle may exit the pits at a maximum of 4th gear.
Pit stalls are not assigned and the first car into the pit lane may go to the furthest stall for free provided the car makes it to the stalls on their move. (The idea is to keep things moving and not have a backlog in the pit entrance or exit.)
If a vehicle can’t be repaired past 0 on all stats it is eliminated.

Collisions- When two or more cars are next to each other in a corner (and only a corner. Drivers are considered to be able to handle their cars well enough on straights) each driver rolls the black die for themselves and on a roll that is equal or less than the required number of stops of that corner they take one point of body damage. Eg. Two cars are side by side in a corner that requires two stops each driver rolls the black die and if the roll is two or less that driver takes one point of damage to it’s body points. (Clear? Good. I’m not explaining it again!)
Due to the rule set you will find that cars will be tighter on the track from time to time. Because of this we have instituted a ‘intentional contact rule’ and that is as follows..
If a player is forced to collide into the back end of another driver because they have nowhere else to go (think of a corner being blocked in all 3 spaces wide) the driver caused the accident will take TWO points of body damage while the car(s) receiving the hit will receive one point of body damage. The collision will also bump the car that was hit from behind ahead one space with the offending car taking the space of the vehicle it collided with. In the rare chance that this bumps a car into another car ahead of them that car will also receive one point of body damage. (No car that did not cause the accident can receive more than one point of damage in the collision) Also refer to the following bullet points for Intention Collisions..
- If the offending car would be reduced further than 0 points of body it is eliminated from the race.
- If a racer intentionally collides with a car twice in one race it is black flagged and eliminated from the race.
- If a racer intentionally collides with a limping car it is black flagged and eliminated from the race.
(Now this has only happened once in our races so most of these rules have yet to be implemented but it was the best we could come up with. Also remember that if a driver can avoid the collision they MUST avoid the collision!)

End Of Race- When a car crosses the finish line every other racer continues on until all racers have crossed the finish line. If two or more racers cross the finish line on the same turn (and this will happen) the vehicle who makes it furthest past the finish line and stops SAFELY considered the winner of the race. Some notes on this…

- If a vehicle crashes on a turn past the finish line (going more than 2 spaces on past on the following corner as an example) it does get credit for crossing the finish line that turn but it will be considered the last vehicle to make it across the line on that turn.
- If more than one vehicle crashes going past the finish line the turn order they were in will determine who crossed the line first.
- A vehicle is not punished for being the victim of an intentional collision in this scenario but the damage rules do apply to the offender.
- If a car does not have enough tire/tyre points to hold a turn it is considered crashed as well.
So basically at the end of race if there is a corner that is past the finish line, cars must be able to safely stop no further than 2 spaces past the turn. (assuming a one stop turn and the driver has 2 tire/tyre points to spare, and possibly using a brake point.) If a two or more stop turn is after the finish line the car must be able to stop anywhere inside that turn and it is considered safe.
The same rules apply for every vehicle that crosses the finish line in regards to placement. (If there is a race for third as an example)

Moving Your Vehicle- Drivers are required to count the spaces their car will move and figure out where it will stop BEFORE moving their vehicle! (A smack in the back of the head would be deemed a sufficient penalty for a first offense. I’ll leave it to your judgment for a following offense.) Also be ready to roll and move your vehicle when your turn comes up. You should have a pretty good idea of what gear you need to be in when it is your turn.

Anything not mentioned here should be covered in the advanced rule book.

Thanks for reading!
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Shane Hoopfer
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A couple notes I see I forgot to mention...

We are tinkering with the idea to only allow drafting in 6th gear.

The big advantage we have seen with starting in 2nd and allowing larger gear shifts is that if you are starting back in the pack you do have an opportunity to make up some ground before it's too late which has led to a couple wild races. It's still tricky to pass but no one feels 'out of it'
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Matthew M
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Moved to Variants
 
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William Boykin
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Your shifting rules make negotiating corners WAY to easy. Part of the challenge of the game is that if you decide to 'run hot'- that is, come into a corner in a really high gear- you should be forced to pay for it with wear points.

The same is true for the tyre points. There is never a reason to EVER lose tyre points, unless you have consciously made the decision to go through a corner with a gear die that might result in you overshooting the corner.

These changes don't make the game quicker, they just make it EASIER. And if the game is to easy, then it DOES become what critics call it- a dice fest.

F1 racing is supposed to be hard; otherwise, we'd be doing NASCAR. Its not a flaw, its a feature.

Darilian
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