Formel 1 Nürburgring
Formel 1 Nürburgring Rulebook
Table of Contents
Table of Contents
Introduction
The game is for 2-6 players, but is best with 3-5.
Components
- Game Board
- 49 Movement Cards
- 6 Car Cards
- 6 Cars
- Rules
- Money (in denominations of 10K, 50K & 100K)
Setup
Appoint one player to be banker. The banker gives each player $200K.
Shuffle the movement Cards. Remove the Movement Card that has a White 10. You can either play with just 48 Movement Cards or create the following substitute card: White 3/White 2/White 1. The White 10 card simply gives the player holding it too much of an advantage.
Deal out all the Movement Cards as equally as possible. If there are one ore more cards left over, chose one as a Starter Card. Any additional left over cards are removed and are not used in the race, but don't forget to add them back in before dealing the cards for the next race.
Bidding
Shuffle the six Car Cards. Reveal the top Car Card. Beginning with the player to the left of the dealer and proceeding clockwise around the table, each player may either bid or pass. Once a player has passed, he may not re-enter the bidding. The bidding is over when every player has passed, and the last player to bid now pays the amount bid to the bank. Bids must be in multiples of $10K.
Each player must own at 1 least one car, so when the number of cars yet to be bid equals the number of players without a car, only those players without cars may bid. When there are three players, the minimum price for each of the last 3 cars is $30K. When there are four or five players, the minimum price for each of the last 2 cars is $30K. If the last car is revealed and one player is without a car, that player receives this car for $30K; there is no bidding.
If all players pass without bidding on a car, the Car Card is put at the bottom of the Car Cards (those yet to be bid on), and the next Car Card is revealed. It will be up for bid again as the last car. If all players own at least one car and all players pass without bidding on the last car, the dealer gets it for $10K.
Other than the proviso that each player own at least one car, the extra cars may be owned by any players. For instance, in a four player game, the car could be divided 3-1-1-1 or 2-2-1-1.
Pole Position
The first car revealed in the bidding is placed in the pole position on the inner space of the front row. The next car revealed is placed next to the pole sitter, and so forth.
The Race
The dealer reveal the Starter Card and moves the cars pictured on it. White numbers on this card are ignored. (Please note that if you are playing with 4 players and have removed the White 10 as suggested, there will be no leftover cards to act as the Starter Card. In that case, ignore this step.)
The player who owns the car in the pole position now begins the race, and play proceeds clockwise around the table from him, each player taking one turn at a time.
Each turn, a player must play one card and move the cars as pictured on the card if possible. The player must move the cars in order as shown on the card, from top to bottom.
Cars may be moved straight ahead or diagonally ahead. Cars may not be moved sideways or backwards. Cars can only enter unoccupied spaces. If a car cannot move because it is blocked by one or more cars, any movement not taken is permanently lost. A player can play a card for a car (or cars) that is blocked thereby wasting the card. A player may not move a car into a blocked position if it has any movement left and there is an alternate route which would allow the car to continue moving. A player can move a car into a blocked position if the car has moved the full distance pictured on the card.
When a card contains a White Number, the player may move any car not already pictured on the card. However, he must move car a number of spaces equal to the White Number if possible, even if this means moving a car other than the one he wants to. This applies to each number on the new White 3/2/1 card as well, if in use.
There are three special cards called Switch Cards. These cards each pair two of the cars: Black-Yellow, Blue-Orange, and Red-Green. When a player plays one of these cards, he must move the car of the pair which is currently trailing up alongside (into the same row) the leading car of the pair, if possible. The move is not possible if the track between the two pairs is blocked, there is no unoccupied space next to the leading car of the pair, or the leading car of the pair is in the final straightaway before the Finish Line.
Players continue to play cards even after all the cars they own have finished, until all six cars have finished.
Prize Money
Cars are placed on the Prize Money Chart in the order they Cross the Finish Line. The players receive money as follows: Winner - $200K, Second $150K, Third - $100K, Fourth $60K, Fifth - $30K, Sixth - $10K.
The owner of a car which is unable to reach the Finish Line receives nothing!
Subsequent Races and Game End
After the first race, the player to the left of the previous dealer becomes the dealer for the next race. The Movement Cards are reshuffled and dealt out. The Car Cards are reshuffled and the bidding procedure begins anew.
A game can consist of any number of races, but three seems best. The player with the most money at the end of the last race is the winner.
The New Track
On the new track cars may not change lanes in the corners where the spacing between the lanes is unequal. This also applies when using a Switch Card; moving to an unequal corner space is not allowed as this is not considered moving to a space alongside the leading car. A car may always change lanes when moving from a straightaway space to a corner space or from a corner space to a straightaway space.
To make the track even tougher, players should remove a number of Movement Cards equal to the number of player before each race. (Editor's note: the source reads "the number of player"; the word "players" is presumably intended. Transcribed as printed.)
Playing Without a Car
If players agree, the requirement that each player own at least one car may be dropped. A player who does not own a car must still play a card each time it is his turn. However, he can also bargain during the race as follows:
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Sell one or more cards to other players at any price. He can even hold an auction for a particular card.
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Promise to play a certain card on his next turn for a fee. Or, even threaten to play a card on his next turn if someone doesn't pay him not to. He must keep his promise.
While these rules can create a lot of fun, players should not let a player without a car slow down the game too much while he is trying to make money.
Two Lap Races
Players may run races of two laps in one of two ways:
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Each player plays his cards into a separate discard pile in front of him. After the lead car has crossed the Start/Finish line to complete lap one, all players pick up all their discards.
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Players can construct a second set of cards or use cards from two games. All cards are dealt out at the start.