1 CAR D: Stock Car Racing Game
1 CAR D: Stock Car Racing Game Rulebook
Table of Contents
Table of Contents
Components
1 Card:
- a. Track.
- b. Left side ("apron").
- c. Right side ("wall").
- d. Laps.
- e. Speed.
- f. Tires, fuel and engine.
- g. Speed effects.
- h. Yellow flag.
- i. Pits.
16 additional components:
- A. 3 White Dice (d6). Tire, fuel and engine status indicators.
- B. 5 Dice (d6) of 5 colors. Rival speeds.
- C. 5 Cubes (8 mm) of the same colors as the dice. Rival cars.
- D. 2 Cubes (8 mm) white. Speed and Lap indicators.
- E. 1 Cube (8 mm) black. Your car.
Setup
- Place the 3 white dice under the tire, fuel and engine icons; all indicating a 6.
- Choose the starting position by placing the black cube on the track. (Difficulty level: 1-6).
- Place the 5 colored cubes in the other positions on the track.
- Place 1 white cube indicating speed 3.
- Place 1 white cube indicating the first 10 laps.
- Set aside the 5 colored dice.
Gameplay
The objective is to reach the checkered flag, trying to finish in the best possible position with respect to the other cars on the track.
Turn of Play
- Go to the pits. Optional. (See Pits).
- Choose the speed of your car with the indicator. Mandatory. (See Speed).
- Move your car laterally. Optional. (See Change Lanes).
- Roll the colored dice. Mandatory.
- Yellow flag. Mandatory, if it happens. (See Yellow Flag).
- Move rival cars. Mandatory. (See Rivals Moves).
- Advance lap indicator. Mandatory.
End Game
The game ends when the lap indicator reaches the checkered flag.
- Determine the final positions according to the row in which each car is located; and within the same row, according to the staggering of the squares that contain the cars.
- You lose the game if one of your tire, fuel or engine gauges reaches 0 at any point in the race.
Details
Your Car - I
Speed (icon: 1-2)
Choose the speed of your car (1-5). You can maintain your speed or move the indicator to the right or left, 2 places maximum. You must then modify your fuel and engine level, if applicable (red: -1 point; green +1 point).
Change Lanes (icon: 0)
You can move your car to the right or left 1 or 2 places, over unoccupied squares and without leaving the track. For each move you make you must lower 1 point to your tires.
Rival Cars
Rivals Moves
After rolling the speed dice, activate the rival cars according to their order on the track, starting with those that are further forward (according to the row in which each car is located; and within a same row, according to the staggering of the squares). To do this, compare the opponent's speed (color die) with your speed (1-5), if it is:
- Equal (=): Doesn't move.
- Lower (down arrow): Move down 1 place. If there are cars below, 1 or more, they are pushed and all go down together; if this is impossible it does not move.
- Greater (up arrow): Move up 1 place. If there is a car above, move laterally 1 place (if there are 2 options, you choose); if this is impossible it does not move.
- Six (6): Move up 1 place. If there is a car above, swap places with the car above; if this is impossible it does not move.
Set aside each die after using it, until you use them all. You can put aside equal dice at your speed immediately after rolling them.
Track
Arrows (Rivals Changing Lanes)
Whenever an opponent, not you, lands on an arrowed square, they must move sideways in the direction of the arrow. If there are cars in that direction they are displaced in that direction. If they are displaced against a side they must go down, if there are cars below they are displaced downwards; if this is impossible it does not move.
Important: You should only consider the arrows that are the color that indicates the current lap (white or black).
Sides (Apron and Wall)
If any car is moved against the side of the track it must go down, if there are cars below it they are moved down; if this is impossible it does not move. If you are displaced against a side, you must apply the damage indicated on that side; even if the move is impossible to perform.
Limits
The upper and lower limits of the track cannot be exceeded; and they make movements that exceed them impossible to perform.
Your Car - II
Tires
- Lose 1 point for each voluntary lane change of the car.
- Lose 1 point when you are pushed against the sides.
- If its value reaches 0 you lose.
Fuel
- Lose 1 point when choosing high speeds (4-5).
- If its value reaches 0 you lose.
Engine
- Lose 1 point by choosing the highest speed (5).
- Lose 1 point when pushed against the right back.
- Gain 1 point by choosing the lowest speed (1).
- If its value reaches 0 you lose.
Drafting
By selecting speed 1 or 2 you activate Drafting.
- When a rival is in front and raises, he drags you and you go up 1 place.
- When a rival is behind and raises, he pushes you and you go up 1 place.
Important: This rule does not apply if a rival is ahead and goes up to speed six (6) swapping positions with the car in front of him. It also does not apply if the rival is behind and goes up to speed six (6), since he will swap places with you.
Pits
At the beginning of each turn you can return the tire and/or fuel indicators (not engine) to 6 points. In this case you should do the following:
- Lower your car by 1 place for each indicator you take to 6; if there is a car under it swap positions, if this is impossible don't move it.
- Change your speed to 3.
- Advance the lap indicator 1 place.
Caution
Yellow Flag
It happens when, when throwing the 5 colored dice, you get 4 or 5 equal dice. In this case you should do the following:
- Place the cars in the starting positions according to the current position on the track, taking into account the staggering of the squares.
- Return all your gauges to 6 (Tires, Fuel, and Engine).
- Change your speed to 3.
- Advance the lap indicator 1 place.
Important: Rival cars will not be activated in this turn. This rule does not apply during the last lap (lap 200, under white flag).
Examples
Initiative and Speeds
- The staggering of the squares indicates the order in which the rival cars must be activated.
- Green's speed is greater than your speed, so move up 1 place.
- Red and Blue's speed is the same as your speed, so they don't move.
- Cyan's speed is less than your speed, so she goes down 1 place.
- Yellow's speed is 6, so it goes up 1 place exchanging places with Blue.
Blocking
- Blue's speed is greater than your speed, but he is blocked by Red and can't go up, so he moves to an unoccupied side (right).
Rivals Changing Lanes
Alone
- Blue's speed is greater than your speed, so move up 1 place.
- Blue lands on a square with an arrow, so it moves to the right 1 place.
Side push
- Blue's speed is greater than your speed, so move up 1 place.
- Blue lands on a square with an arrow, so it moves to the right 1 place pushing Green 1 place.
Push down
- Blue's speed is less than your speed, so he drops 1 place.
- Blue pushes Red down 1 place.
- Blue lands on a square with an arrow, so it moves to the right 1 place.
Multiple side push. Damage to your car
- Blue's speed is less than your speed, so he drops 1 place.
- Blue lands on a square with an arrow, so it moves to the right pushing Green 1 place.
- Green pushes you causing you to hit the right side and go down 1 place.
- You push Red down 1 place.
- Your tire and engine level drop 1 point for the hit with the right side.
- In the second example Blue goes down; but lateral push is impossible. Still, you take damage from the push against the right side.
Drafting
Chasing
- Blue's speed is greater than your speed, so move up 1 place.
- Your Drafting speed (1-2) allows you to advance your car thanks to Blue's movement, dragging you 1 place forward.
Leader
- Blue's speed is greater than your speed, so move up 1 place.
- Your Drafting speed (1-2) allows you to advance your car thanks to Blue's movement, pushing you 1 place forward.