Bolide
Bolide Rulebook
Table of Contents
Table of Contents
Basic Rules
Preparation and Object of the Game
Each player chooses a car, decides a name for his driver and for his racing team (which he can share with a partner) and records them in the specific strategy-block cells (only the white cells are used in the basic rules).
To each car corresponds a pawn of the same colour. This makes it possible to simulate the movement of any car without using a die, pointing out to the drivers the next moves, their direction and their speed. Each player rolls the die in order to determine the starting grid. The highest score represents pole position, and the driver places his car on the first red square of the grid. The second highest score represents the second position, and so on. In the event of a draw, the players roll the die again.
The first driver to touch or cross the finish line after 2 laps is declared winner of the race. The game ends once all the drivers still running have touched or crossed the finish line.
Development of the Game
The circuits contain black and white rows in the North-South and East-West directions, and cars are only allowed to rest on the intersections of the black lines.
1) Moves
Start
At the start, each car may move by just one square: each driver can move from his starting point to any of the 5 points around his car (for the first car on the grid these points are represented by white circles). At this stage, each driver is free to choose one of these 5 points and consequently he must place his car on the chosen point. At the end of his car's move, each player moves his pawn also: from the point where the car has just arrived, the driver moves the pawn by as many squares as the car, exactly repeating the car's last move.
When making his move, we recommend that players consider each move to be the sum of a North-South and an East-West move. A good way of remembering the pawn's move is to make diagonal moves by first moving in the North-South direction and then in the East-West direction (or vice-versa).
It is important to remember that the pawn's move must start from the point where the car has just stopped and must repeat the car's last move, always on the basis of the cardinal points. Once the pawn has touched the board, the driver's turn has ended and he can no longer alter his move.
In the basic rules, the only move left to chance is at the start of the game: each driver, starting with the first on the grid, must roll the die for his "Unforeseen Start" (see the table "Full Fuel and Basic Rules - Unforeseen Start" in the Appendix), simulating the excitement of real car race starts. At this point, each driver knows whether his was a proper start (the one described above) or a skidding start (like the one above, but the pawn must be placed on the car) or a quick start (the car moves by 2 squares instead of 1 and the pawn replicates the move).
Next Moves
The pawn indicates the allowable moves for the subsequent turn. In fact, during his next turn the driver may either reach the point occupied by his pawn or any point in the imaginary square composed by the pawn at the centre and 4 squares at the sides (25 points all together, represented by flags).
Therefore, during his 2nd turn the driver may choose to move onto any of the 25 points generated by his pawn. While making the move the driver must remember which squares constitute it in the North-South direction and in the East-West direction. After this move: an identical move of the pawn starting from where the car has just stopped, and a further group of 25 allowable points for the next turn, will follow. Therefore, for all the turns of the race, the car will move by alternating the car-pawn moves described above.
The car may be placed on any of the intersections inside the track, including the ones along the borders and kerbs.
At each turn, the car's speed is given by the number of squares of the longest segment between the car and the pawn. In the imaginary squares generated by the pawn, each driver will always be able to reach a point by car through moves that:
- maintain the speed of the previous turn
- reduce the speed of the previous turn by 1 or 2 units
- increase the speed of the previous turn by 1 or 2 units
The driver may slow down by choosing one of the points before the pawn, he may accelerate by choosing one of the points after the pawn, or he can keep the same speed by choosing one of the points at the same level as the pawn.
The Top Speeds allowable in the basic rules are 7 during the first lap and 8 during the second lap (the car is faster as it has become lighter due to fuel consumption): therefore the maximum allowable moves are respectively 7 and 8 squares.
It is important to remember that once a driver has reached his top speed he will not be able to reach the points indicated by the pawn which correspond to higher speeds. A car finishes its 1st lap by touching or crossing the finish line: from the next turn its 2nd lap will begin.
Although the car's move is described by splitting it into the 2 North-South and East-West constituent parts, the real move is the diagonal line joining the starting point to the chosen arrival point, i.e. the route's trajectory.
The main rule of moves is that such a trajectory must be entirely within the track or kerbs, avoiding cutting across curves by passing outside the track. Any doubts about a trajectory may be verified by using a ruler. Drivers may only calculate trajectories using their fingers during their own turns, and only for the current car-pawn move being carried out and not for subsequent ones.
The white road signs are good reference points for the driver, showing the distance in squares to the main curves.
2) Moves Off the Track
During the race a pawn may be placed not only on the points inside the track, but also either on the points outside the track (intersections of white rows) or outside the board of the game. But if all the 25 points generated by the pawn (wherever it is) are outside the track, the driver is forced to choose one of these and consequently to go out of the track (unless, as described further on, he decides to use a sharp braking). Going off the track consists of 3 stages:
- Move out: the driver reaches one of the outside points generated by his pawn. He stops and eliminates the pawn (the turn ends).
- Going back onto the track: the car, from the point where it has stopped, may move in any direction (the 5 points start rule is not valid) by 1 square-move for each turn, until it reaches a point on the track/kerb. This simulates the car's reduced speed on grass or sand.
- The first move after the car has come back onto the circuit is still by 1 square, simulating a dirty-tyres situation. Now, however, the pawn appears again: from the next turn the car will move normally and consequently will be able to reach speed 3.
During the turn when the car goes off the track, if the driver is not able to maintain his car on a black rows intersection and he is forced to go on a white rows intersection or even out of the game table, the car crashes and hence must retire.
3) Turns of the Game
In turn each driver makes just one move. The turn order is determined by the ranking position of the cars. To establish this order, and so identify who moves first, simply identify:
- The circuit sector where the cars are. The sectors are the parts into which the circuit is divided by the black dotted rows. To each sector corresponds a red arrow showing a direction.
- The red arrow related to that sector.
The first car to move among those in the same sector is the first one ahead in the direction shown by the red arrow. In the event of 2 or more paired cars, the first one to move is the one that was ahead in the previous turn. During the opponents' turns, drivers may decide to use the sand timer, therefore forcing the opponent to end his move by the end of the time. If the opponent does not move by the end of the time, his car must choose the point occupied by his pawn, wherever it is. The pawn, as usual, will replicate this move.
4) Sharp Brakings
Sharp Brakings are particular brakings: by using them each driver ignores the pawn rule, passing from any speed to a speed of 2 in just one turn. Sharp Braking is fundamental either for overtaking before a curve or to avoid dangerous situations like collisions or moves off the track.
The basic concepts of sharp brakings are: the speed to which a sharp braking brings a car down is only ever 2: the driver makes a move of 2 squares; this move is made ignoring the imaginary square of 25 points indicated by the pawn, but not all the directions are allowed: drivers may not make a sharp braking if the angle is equal to or greater than 90° compared to his former direction (segment car-pawn).
In order to identify the reachable points after a sharp braking, each driver may place the ruler at 90° from his current car-pawn segment. To identify the 90° simply rotate the components of the car-pawn segment clockwise or anticlockwise, depending on the curve. The allowable points are those above the ruler reachable by a 2 squares-move (the points along the ruler are always forbidden since they are at 90°).
Once a driver performs a sharp braking he moves the pawn, replicating the car's movement, starting from where it has just stopped with the sharp braking (the pawn rule is applied).
In the basic rules the drivers have 3 sharp brakings available for the race and their use represents the tyres' wear. Therefore, at the beginning of the race each driver draws 3 circles in the specific space on the strategy block, and erases one of them whenever he uses a sharp braking.
Once all the sharp brakings have been used up, the driver still can:
- Slow down by decelerating in a progressive way according to the pawn rule.
- Try to make a sharp braking anyway by rolling the die and then consulting the unforeseen event table to verify the result of the attempt (see the table "Brake Request" in the Appendix).
5) Overtakings and Slipstreaming
Each car protects the point it occupies so that no car can ever pass through it. This means that the paths exactly passing through a point occupied by an opposing car cannot be covered (except in the event of an engage, see Engages): in all the remaining cases overtaking is allowed.
Furthermore each car, if it is travelling at least at speed 3, offers its opponents one slipstreaming point, the one exactly behind the car according to the red arrow of the sector where the car itself is. Whenever a driver occupies a slipstreaming point, during the next turn he is entitled to a bonus of +1 square to use strictly in the main direction of his car.
This main direction (North, South, East or West) is that of the longest diagonal line between the car and the pawn, i.e. the same stretch that identifies the car's speed. When it comes to his turn, the driver declares whether or not he wants to take advantage of the opponent's slipstreaming. He normally moves his car and his pawn and, if he has declared that he wishes to use the slipstreaming advantage, he then moves the car and pawn ahead by 1 square in his main direction.
Consequently, the car taking advantage of the slipstreaming does not increase its own speed. In the event of slipstreaming, the driver should probably change his trajectory to attack the opponent, otherwise he could collide with the opponent at the moment of the +1 move ahead.
6) Engages
An engagement happens whenever a driver is willing or is forced to occupy the point already occupied by another car. Such a situation occurs either to acquire a position or because the ideal and desired path crosses exactly that point: in this case such a trajectory will not be covered but the driver will simply try to conquer said point.
The result of the engagement is an unforeseen event, and is determined by rolling the die: the driver who embarks upon the engagement is called "Attack" and the driver who suffers it is called "Defence". During his turn, Attack declares that he is going to try to occupy the point where Defence is by an engagement. Attack rolls the die: the consequences are reported in the table "Engagements" in the Appendix.
The engagement ends by re-positioning the loser (who cannot take advantage of this re-positioning to cut across curves):
- If Attack loses, he places his car on one of the 3 points behind the engagement point according to the red arrow of the sector where the engagement happened (it is in any case forbidden to use a point in the next sector). If the 3 points are all occupied by other cars then Attack is forced to declare a 2nd engagement in the same turn, and any damage is added.
- If Defence loses, Attack acquires the point and Defence decides for one of the 2 points beside the engagement point (it is forbidden to use a point in the next sector), according to the direction of the red arrow of the sector where the engagement happened. If the 2 points are all occupied then Defence is forced to declare an engagement in the same turn, and any damage is added.
In the event of paired cars, after an engagement the winner of the engagement always moves first. If the engagement die says 7, Attack must roll the die again for the Safety Car. An even number would indicate that the cars, even if unhurt, block the race and the Safety Car is necessary. Once all the drivers have moved in that turn, the 2nd ranked driver picks up his car with his hands and places it (according to the red arrows) on any point behind the race leader (who stays frozen). The 3rd ranked driver does the same thing and he places his car on any point behind the 2nd driver, and so on.
If there are no more available points behind the cars, according to the red arrows, so that a driver should place his car outside the track, he places his car on the first available point of the previous sector.
The race starts again with these new positions and all the drivers, from the first to the last, start once again by rolling the die for the "unforeseen start".
7) Superior Performances
As already seen in the basic rules, the cars have a well defined performance: 7 (in the 1st lap) and 8 (in the 2nd lap) as top speed and 3 sharp brakings. But by rolling the die each driver can break these limits, requesting:
- More engine power, i.e. a Booster.
- More sharp brakings even if the tyres are totally worn out, i.e. a Brake.
In both these cases, each driver must take into account the risk of one of the negative events, reported in the tables of the Appendix, happening.
BOOSTER: in order to squeeze the engine and go 1 unit faster than the pawn or the car speed limit have fixed, the driver must be at least in speed 3. At the start of his turn, each driver can play the Booster. This is a request that can always be made during the race, but once per turn: the driver rolls the die and checks the result on the table "Booster Request" in the Appendix.
If the Booster succeeds, before moving the car the driver places his pawn ahead by 1 unit, according to his car's main direction. After the pawn's single movement, the driver moves his car and replicates this movement with his pawn, as usual (the car increases its speed, unlike with slipstreaming).
Three typical cases of a successful Booster:
- A car in speed 4 eastwards, with the Booster it passes into speed 5, i.e. it can reach a speed of 7 in the same turn, still eastwards (which is in fact its main direction).
- A car in speed 3 southwards, with the Booster it could reach a speed of 6, just towards the South.
- A car with no main direction, as it is in speed 3 both eastward and southward, could reach speed 6 in both directions.
Therefore, the Booster provides drivers with higher accelerations, but not without risks. With a Booster, the top reachable speed for cars in the basic rules is 8 in the 1st lap and 9 in the 2nd lap: to maintain such speeds in subsequent turns the driver must request the Booster at every turn. If the result of throwing the die is negative and, for the same pilot in different turns, permanent engine misfirings occur, these must be added. Damages to each car are recorded on the strategy block.
BRAKE: this request can only be made, once per turn, when the driver has finished all his sharp brakings. In this case, he requests extra performance of his tyres, a further sharp braking that the car can no longer guarantee. The driver rolls the die and compares the result with the "Brake Requests" table in the Appendix.
If the Brake succeeds, drivers can face vital situations like overtaking or avoiding an overtaking even with completely worn out tyres. Sharp brakings are fundamental during the race, since they make acceleration up to the corner of a curve possible, without losing time in decelerations. Also in the event of a brake, all negative sharp brakings (die 1, 2 and 3) negative events experienced by the same driver in different turns must be added. Damages to each car are recorded on the strategy block.
8) Half Spin
Several negative unforeseen events, resulting from a die rolling to obtain a Brake or to win an Engagement, can cause half spins of the cars, the latter then being forced to a standing-start with the front turned in the opposite direction compared to the red arrow in that sector.
In this case the driver performs a special move: in the standing-start after a half spin the allowable points for the car, and consequently for the pawn, are like the 5 ones of the standing-start from the starting grid, but in the opposite direction. Besides the described move, each driver can decide not to make any move, staying frozen and passing his turn. In this case he places his pawn on his car.
9) Pit Lane
Each driver can go to the pit lane between the first and the second lap in order either to repair the damages to his car (see tables in the Appendix) or to replace his tyres, receiving 3 new Sharp Brakings.
The car reaches the pit lane in the same turn when it touches or crosses the red line (Pit Lane In); from the subsequent turn it will move forward by 1 numbered square per turn until it reaches the desired one. While moving along the pit lane, the cars keep their turn order with the cars running on the track, and so they move according to their ranking.
Every Grand Prix requires different turns for the operations in the pit lane, i.e. a PIT STOP (in the basic rules only for tyre replacement) and REPAIRS (in the basic rules always the Full Fuel cell).
Once the driver reaches the desired square (last turn in the pit lane) he rolls the die for the "Pit Lane Unforeseen Event" which determines a normal, slow or fast re-entrance into the track (see the "Pit Lane Unforeseen Event" table in the Appendix). During the subsequent turn, the car:
- Is placed on one of the points along the red line to go back onto the track (Pit Lane Out).
- Performs a standing-start according to the unforeseen event result.
If 2 or more drivers enter the pit lane in the same turn, the turn order is maintained until the exit: they move together along the numbered squares and then the first driver to enter chooses first the point on the Pit Lane Out red line, the second driver to enter chooses second, and so on. If the Pit Lane Out red line is crowded, a driver can decide to make the standing start from a square behind the red line itself.
Certain circuits set a top speed for entering the pit lane (touching or crossing the red line). Any car who does not observe this limit is penalized by skipping 2 turns for each speed unit in excess of the maximum speed permitted (summing the penalty turns and the normal ones).
Advanced Rules
10) Weather
Before starting the race, the weather conditions must be determined. One of the players rolls the die: if the number is higher than 7 then the race will always be sunny without further draws. If the number is 7 or less, the weather is variable: one of the drivers rolls the die again immediately and the result is compared with the Rain Risk Value of the circuit. If the die roll is equal or lower than this value then the start will be rainy, otherwise it will be sunny.
In the event of variable weather a further draw is made during the first lap, when all the drivers have finished the turn in which the race leader touches or crosses the intermediate line (1/2 GP). A third and last draw is made during the second lap, once again at the end of the turn when the leader touches or crosses the intermediate line.
11) Race Strategy
After the weather draw, the strategy selection for the 2 laps of the race begins. In the basic rules the cars are technically all identical: in the advanced rules what makes them different is the strategy choice of the drivers. Once the starting grid is defined, each driver (from the first to the last) chooses 3 parameters defining his strategy and reports them in the specific cells on the strategy block.
The first choice regards the pit lane: whether to make or not to make a pit stop — half a fuel tank will only allow one lap to be completed. In order to cover 2 laps, i.e. the entire race, it is necessary to fill the fuel tank. The cars have different top speeds based on this decision.
Therefore, the driver passes onto the second choice: what kind of tyres to assemble — soft tyres in order to go faster, or hard tyres in order to have a higher number of sharp brakings. These 4 options (1/2 fuel / full fuel, soft / hard tyres) determine 4 very different cars in terms of performance:
| Pit Stop Strategy | Tyres Strategy | Top Speed 1st lap | Top Speed 2nd lap | Sharp Brakings | Strategy Name |
|---|---|---|---|---|---|
| 1/2 Fuel (fuel enough for 1 lap) | Soft | 8 | this depends on the tyre choice made during the pit stop | 2 (for 1 lap) | 8+2 |
| 1/2 Fuel (fuel enough for 1 lap) | Hard | 7 | this depends on the tyre choice made during the pit stop | 3 (for 1 lap) | 7+3 |
| Full Fuel (fuel enough for 2 laps) | Soft | 6 | 7 | 2 (for 2 laps) | 6/7+2 |
| Full Fuel (fuel enough for 2 laps) | Hard | 5 | 7 | 3 (for 2 laps) | 5/7+3 |
Each driver chooses his strategy and then personalizes his car on the basis of the circuit, his position on the starting grid and his particular driving style. The main characteristics that may help to make the choice are reported on all Grand Prix boards: the average number of turns at top speed during the race (speed 8/race) and the number of sharp brakings recommended per lap (/lap).
Pit Stop or 1/2 Fuel
Advantages: this choice allows the driver to have a lighter, hence faster car (7 or 8 top speed, depending on the chosen tyres), but with enough fuel just for 1 lap. At the pit stop the driver has to choose the tyre type to use again. The pit stop means that he has 2 separate tyre sets available, 1 per lap, therefore the total number of sharp brakings during the whole race is clearly higher.
Disadvantages: at the end of the first lap the cars with 1/2 fuel must go to the pit lane. The stop represents a risk and a loss of turns. A driver loses time both entering and exiting the pit lane, and furthermore he is subject to the "Pit Stop Unforeseen Event" (see the table in the Appendix). Finally, in the 2nd lap the speed gap with the opposing strategy slightly decreases due to the lightening of the cars that started with a full fuel tank.
It is likely that during the pit stop this type of car will be overtaken by the cars which started with the opposing strategy, but coming back onto the track they will have a more competitive car available (especially as regards the tyres). Choosing this tactic, therefore, means running an aggressive race during both laps: in the 1st to gain a proper advantage in view of the pit stop, in the 2nd to catch up the cars with the opposing strategies.
No Pit Stop or Full Fuel
Advantages: this choice allows the driver to avoid losing time during the pit stop and the pit stop unforeseen event. Furthermore, from the 2nd lap the speed increases, approaching that of the cars with a 1/2-filled fuel tank, due to the car becoming lighter.
Disadvantages: top speeds are lower (5/6 & 7). Furthermore, since this strategy provides just one tyre set for the whole race — the one assembled at the start — the total number of sharp brakings is lower. Choosing this tactic involves a defensive and preventative spirited racing style: in the 1st lap it is important not to remain behind the lighter cars, while in the 2nd lap, once lighter and faster, it is essential to limit their catching up.
Third Strategic Parameter: Set-up
The 3rd strategic variable for each driver is his own car set-up. Before starting, each driver chooses between 2 set-ups, i.e. 2 jokers to be used in the event of negative die results after requesting a Booster or a Brake. They are:
- Booster Set-up: choosing this set-up means having, for the duration of the race, the option of rolling the die a second time, in the event of the first die roll being negative for the Booster. If a negative event happens even after this 2nd die roll then nothing can help the driver anymore. This set-up improves engine reliability.
- Brake Set-up: choosing this set-up means having just one possibility of rolling the die a second time, in the event of the die roll being negative for the Brake. Unlike the Booster set-up, potentially a joker per turn, the Brake set-up allows the driver to roll the die again just once throughout the race. This set-up improves tyre reliability. Unlike the Booster set-up, the Brake set-up has a finite end. Once a driver has used up his throw, he must erase the flag on the strategy block (Brake set-up).
During the pit stop each driver can replace the type of tyre to be assembled, but he cannot change his set-up. Drivers must indicate the chosen strategy on the strategy block (1st & 2nd parameter) and the adopted set-up (3rd parameter): those who decide for the pit stop must indicate the new strategy (just the 1st & 2nd parameter) and draw the new sharp braking circles before coming back to the track.
12) Qualifying Session
In the advanced rules there is the option for the drivers of making the qualifying lap. Each driver chooses his strategy for the race before the qualifying session, which lasts just one lap per driver and starts from the pole position for everyone.
The qualification time is calculated as the number of turns from start to arrival. In the event of a draw, the paired drivers must roll the die as in the basic rules.
If during the qualifying lap a pilot uses sharp brakings or accumulates several damages to his car, he must take part in the race in the status obtained when he finished the qualifying lap (with the sharp remaining brakings and the damages suffered in this lap).
Between the qualifying session and the race, each driver can decide to repair his car or to replace the tyres, but he will receive a penalty: he will start the race from the last position on the starting grid (i.e. if the 1st and the 3rd qualified drivers do so, they will move to the end of the grid, keeping their relative ranking: second last for the first and last for the third).
13) Rain
In the event of rain, after each driver has chosen one of the 4 strategies, at the start or during the pit stop, he can decide if his tyres (whether soft or hard) are suited to dry conditions (Slick tyres) or wet conditions (Rain tyres).
| Pit Stop Strategy | Tyre Strategy | Slick with Sun | Slick with Rain | Rain with Sun | Rain with Rain |
|---|---|---|---|---|---|
| 1/2 Fuel (1 lap) | Soft | 8+2 | 7+0 | 6+2 | 8+2 |
| 1/2 Fuel (1 lap) | Hard | 7+3 | 6+0 | 5+3 | 7+3 |
| Full Fuel (2 laps) | Soft | 6/7+2 | 5/6+0 | 4/5+2 | 6/7+2 |
| Full Fuel (2 laps) | Hard | 5/7+3 | 4/6+0 | 3/5+3 | 5/7+3 |
The above is valid for slick tyres in the sun (1st column), but if it is raining, and only until it rains, the top speed safely usable for cars running with slick tyres (2nd column) decreases by 1 unit: i.e. it is still possible to drive the car at the top speed but once the driver indicates with his fingers the point where he will place his car at top speed, he rolls the die and checks the result against the specific table "Slick in the Rain" in the Appendix.
Example: an "8+2 slick" car has a top speed of 8 in dry conditions; if it rains it has a top speed of 7 without any trouble, but if the driver wants to push the car to speed 8 he must roll the die and check the table to find out whether or not the car has skidded. If he ends up on an opposing car due to Aquaplaning or a Skid, an engagement automatically follows.
In the rain the sharp brakings of slick tyres are "frozen" and the drivers cannot even play a "Brake Request" until the sun comes out. During the turn when the sun comes back, the possibility of making sharp brakings and pushing the car at top speed is immediately restored for all "slick drivers". Rain tyres in the rain are identical to slick tyres in the sun (4th column). If it is sunny (3rd column), rain tyres allow a top speed of 2 units less for all the strategies, but they ensure the possibility of sharp brakings. If it stops raining, a "rain driver" racing at speed 9 thanks to a Booster passes during the next turn to a speed 6 in his main direction.
As it is unlikely that it will rain either at the start or between the 1st and the 2nd intermediate lines, deciding to start a race in the rain with a full fuel tank and rain tyres (soft or hard) could be a hazardous move.
14) Start
At the start, before moving on the grid, each driver rolls the die for the "starting grid unforeseen event" and checks the table in the Appendix ("Full Fuel & Basic Rules - Unforeseen Start" or "1/2 Fuel - Unforeseen Start", depending on the chosen strategy) to discover if he has made a normal, skidding or quick start (see Basic Rules).
15) Repairs
Whatever type of repair the driver needs to make at the pit lane, Full Fuel drivers must reach the "Full Fuel" cell, and 1/2 Fuel drivers the "1/2 Fuel" cell (which also includes the Pit Stop). Full Fuel drivers who want to replace their tyres must reach the Pit Stop cell (which also includes repair).
16) Championship
If the players decide to arrange a Championship several additional rules are suggested:
- As from the 2nd race, the starting grid is inversed compared to the championship ranking: in this way the leading drivers meet with some difficulties and a better-balanced season is obtained.
- Not all the drivers gain points at the end of the race: this forces the last drivers to push their car without fearing if their engine going dead, since in any case they would not gain points.
- Additional points are assigned to the driver who first touches or crosses the 1st and the 2nd intermediate line. The cars that start with a 1/2-full fuel tank have an advantage as regards the 1st intermediate point, while the cars that start with a full fuel tank have an advantage as regards the 2nd intermediate point.
Appendix Tables
Booster Requests
| Die | Result |
|---|---|
| 1 | Big smoke from the engine! The car-engine is misfiring and the top speed is permanently reduced by 2 units until repaired at the pit lane. |
| 2 | Smoke from the engine. The car-engine is misfiring and the top speed is permanently reduced by 1 unit until repaired at the pit lane. |
| 3 | 4th gear cannot be entered. The car cannot use this speed until repaired at the pit lane. It is not accumulative. |
| 4 | The engine has a temporary power drop: the car must keep the same gear as the previous turn. |
| 5-6 | The engine is not able to provide what has been requested: the speed remains the standard one, without damages. |
| 7-12 | The engine provides the Booster! |
Brake Request
| Die | Result |
|---|---|
| 1 | A suspension is damaged! No Sharp Braking, the driver must choose one of the 25 points indicated by his pawn. The top speed is permanently reduced by 2 units until repaired at the pit lane. |
| 2-3 | A wheel is damaged. No Sharp Braking, the driver must choose one of the 25 points indicated by his pawn. The top speed is permanently reduced by 1 unit until repaired at the pit lane. |
| 4-5 | Wheels' Locking. No Sharp Braking, the driver must choose one of the 25 points indicated by his pawn. |
| 6-7 | Imbalanced Sharp Braking. The car brakes sharply, but ends up half spun. |
| 8-12 | The tyres brake sharply, as requested. |
Full Fuel & Basic Rules - Unforeseen Start
| Die | Result |
|---|---|
| 1-3 | Skidding at the start! The car moves by 1 square at the first turn and by 2 squares at the second turn. Then it is free to reach speed 4. |
| 4-10 | Normal start. After speed 1 during the 1st turn, the car reaches speed 3. |
| 11-12 | Quick start! The car can immediately reach speed 2 and during the next turn speed 4. |
1/2 Fuel - Unforeseen Start
| Die | Result |
|---|---|
| 1-2 | Skidding at the start! The car moves by 1 square at the first turn and by 2 squares at the second turn. Then it is free to reach speed 4. |
| 3-9 | Normal start. After speed 1 during the 1st turn, the car reaches speed 3. |
| 10-12 | Quick start! The car can immediately reach speed 2 and during the next turn speed 4. |
Slick in the Rain — only for advanced rules
| Die | Result |
|---|---|
| 1 | The driver reaches the declared point but he ends up half spun. |
| 2 | Aquaplaning. At the declared point, the driver adds +2 to the left of the red arrows. The pawn is moved accordingly. |
| 3 | Aquaplaning. At the declared point, the driver adds +2 to the right of the red arrows. The pawn is moved accordingly. |
| 4 | Aquaplaning. At the declared point, the driver adds +1 forward and +1 to the left of the red arrows. The pawn is moved accordingly. |
| 5 | Aquaplaning. At the declared point, the driver adds +1 forward and +1 to the right of the red arrows. The pawn is moved accordingly. |
| 6 | Skid. At the declared point, the driver adds +1 to the left of the red arrows. The pawn is moved accordingly. |
| 7 | Skid. At the declared point, the driver adds +1 to the right of the red arrows. The pawn is moved accordingly. |
| 8-12 | OK! The driver reaches the declared point safely. |
Engagements
| Die | Result |
|---|---|
| 1 | Attack crushes the front wing. The top speed is permanently reduced by 2 units until repaired at the pit lane. Defence, unhurt, keeps the point. |
| 2 | Attack crushes the barge board. The top speed is permanently reduced by 1 unit until repaired at the pit lane. Defence, unhurt, keeps the point. |
| 3 | Basic Rules: Attack, unhurt, ends up half spun. Defence, unhurt, keeps the point. Advanced Rules: Attack crushes a side wing. The set-up is cancelled until repaired at the pit lane. Defence, unhurt, keeps the point. |
| 4 | Attack unhurt ends up half spun. Defence, unhurt, keeps the point. |
| 5-6 | The 2 cars are unhurt. Defence, unhurt, keeps the point. |
| 7 | The 2 cars are unhurt. Defence, unhurt, keeps the point. Roll the die again: if odd nothing happens, if even the Safety Car enters the track! |
| 8 | The 2 cars, unhurt, end up half spun. Defence keeps the point. |
| 9-10 | The 2 cars are unhurt. Attack conquers the point. |
| 11 | Defence, unhurt, ends up half spun. Attack conquers the point. |
| 12 | Defence crushes the barge board. The top speed is permanently reduced by 1 unit until repair at the pit lane. Attack conquers the point. |
Pit Lane Unforeseen Events
| Die | Result |
|---|---|
| 1-3 | The Pit Lane Team makes a mistake! The driver comes back onto the track with a 1 unit move at the 1st turn and with a 2 unit move at the 2nd turn. From the 3rd turn, he will be free to reach speed 4. |
| 4-9 | The Pit Lane Team does well. The driver makes a normal standing start: following speed 1 of the first turn, the driver may reach speed 3. |
| 10-12 | The Pit Lane Team does its best! The driver may reach speed 2 upon re-entering the track, and speed 4 during the 2nd turn. |
How to Fill in the Strategy Block
The strategy block records, for each driver: the driver's name and racing team's name; the chosen Pit Stop & Tyres strategy (one of 8+2, 7+3, 6/7+2, 5/7+3); the chosen Set-up (Slick set-up / Brake — no 4th gear, or Rain set-up / Booster — no set-up); and the Sharp Brakings available, drawn as circles and erased as they are used.
Damage is tracked as a speed drop (each square marked = a 1 speed unit reduction) and, where applicable, as the set-up being cancelled or slick/rain tyres becoming unusable in the 4th gear.