Formuła 1
Formuła 1 Rulebook
Table of Contents
Table of Contents
Before the First Game
Before playing for the first time, carefully remove the speedometers, pointers and tires from the cardboard sheets. Mount each speedometer so that its pointer is fixed to the dial face with a rivet (connecting part) and moves freely.
Setting Up the Game
Using the square and triangular track pieces, build a track that can be driven round in a loop. The track must include a piece marked START–FINISH.
Each player receives a car and a speedometer of the same colour.
Starting the Game
Decide by drawing lots or in some other way which starting position each player takes, and place the cars as shown in Figure 1.
Players whose cars stand in starting positions 1 and 2 each receive 28 tire tokens. Players in positions 3 and 4 each receive 29 tire tokens. Players in positions 5 and 6 each receive 30 tire tokens.
Set the pointer on every speedometer to 0.
Direction of Movement
Cars may move only forward: straight ahead or diagonally, changing lane.
When a car changes lane, the square it enters must share an edge with the square it leaves, and it must be farther from the start line. Figure 2 shows which squares a car in the middle lane can move to.
When changing lane on a corner, it is sometimes possible to enter the same square of the other lane from either of two squares. Note this carefully.
Only one car may occupy a square. A car may neither cross nor jump over a square occupied by another car.
Turn Order
In each turn round (a round in which every player makes one move) the turn order is determined by the position of the cars on the track. The first player is the one whose car has travelled farthest from the start line, then the player whose car is in second place in this turn round, and so on. The turn order in each round may therefore change.
To decide who is farther ahead, compare the front edge of the square each car occupies with the front edges of the other cars' squares. See Figure 3, where the car numbers show the turn order.
Car Speed
The number of squares a car travels in one move depends on its speed. Each 40 km/h is one square.
Examples:
- A player wants to move 5 squares forward. He sets his speed to 200 km/h. If he travels at 320 km/h, he moves 8 squares forward.
Before each move the player decides at what speed his car will travel. The speed may stay the same as in the previous move, or it may increase or decrease. This depends only on the player, and the only limit is the number of tires he has.
Increasing and Decreasing Speed
If a car keeps the same speed as in its previous move, or increases its speed by 40, 80 or 120 km/h, or decreases its speed by 40 km/h, it spends no tires.
If the player wants to increase speed by more, or brake more sharply, he must return the number of tires shown for that change of speed in the tables printed beside the start and finish line on the board.
Examples:
- Speed increases from 80 to 240 km/h. One tire must be returned.
- A stationary car accelerates to 320 km/h. 16 tires must be returned.
- Speed is reduced from 240 to 120 km/h. 2 tires must be returned.
- Speed increases from 120 to 200 km/h. No tire must be returned.
Speed in Corners
Cars may travel at any speed on the track. A corner square shows a safe speed, which applies only to that square (Figure 4). A car may pass through such a square at any speed. However, if a car passes through such a square at a speed higher than the safe speed printed on it, the player must throw the die. He must throw it once for every 40 km/h by which the safe speed is exceeded.
The number thrown on the die means:
- 1 – one tire is spent
- 2 – two tires are spent
- 3, 4, 5 – no consequence
- 6 – the car leaves the track
After each throw, the player acts according to the number of points thrown. If the player must return tires and has none, his car leaves the track.
A die must be thrown for every square on which the safe speed is exceeded during the move, including the square with the printed safe speed on which the car stops.
Once a car has left the track, the player does not throw the die again.
Example (Figure 5): The player chooses 240 km/h and intends to travel 6 squares forward, passing 3 corners whose safe speeds are 40 km/h, 120 km/h and again 120 km/h.
- For the speed exceeded in the first corner, the player throws the die 5 times. The throws are: 2 points – two tires returned; 3 points – no consequence; 1 point – one tire returned; and two throws of 4 points – no consequence.
- For the second corner he throws 3 times: 5 and 4 points – no consequence; 1 point – one tire returned.
- For the third corner he must throw 3 times. His first throw is 6 points, so the car leaves the track, and he does not throw the second and third times.
Example (Figure 6): Travelling at 120 km/h, the car moves 3 squares forward, crossing squares with safe speeds of 80 km/h and 40 km/h. During this move the player must throw the die 3 times in total.
If, in a corner, the player changes lane and crosses several squares of the same corner with a printed safe speed, and exceeds the speed, he must throw the die for each square on which he exceeded the speed.
Examples (continued):
- Speed exceeded by 80 km/h on a square with a safe speed of 160 km/h (car travelling at 240 km/h): the player throws the die twice.
- Speed exceeded by 240 km/h on a square with a safe speed of 80 km/h (car travelling at 320 km/h): the player throws the die six times.
After each throw the player acts according to the points thrown.
Leaving the Track
A car that leaves the track, whichever lane it was in, is placed on the outside of the corner, beside the square with the printed safe speed. The pointer on the player's speedometer is set to 0, and the player must return the number of tires that corresponds to slowing from the speed at which the car left the track down to 0.
If two cars leave the track at the same corner in the same move, the second car is placed beside the first.
Example (Figure 7): Travelling at 240 km/h, the car leaves the track. The player must return 5 tires.
Blocking
Sometimes three cars standing side by side can block the track. A player who cannot move as many squares as his speedometer shows, and does not have enough tires to brake, leaves the track. He places his car on the side of the track, beside one of the cars that is blocking it.
Example (Figure 8): Cars 1, 2 and 3 move 1, 2 and 3 squares forward respectively. Car 4 is travelling at 320 km/h and has only 1 tire. Because it can move only 5 squares forward (the road is blocked), and braking to 200 km/h requires 2 tires, it leaves the track. The player places the car beside the track and returns his last tire.
Returning to the Track
A car that has left the track (by throwing the die in a corner, or because other cars have blocked the track) may return to the track during its next move, as shown in Figure 9.
A car standing beside the track queues up directly after the car on the adjacent square.
If two cars leave the track in the same place, the one that left the track first is ahead in the queue.
End of the Game
The first car to enter one of the finish squares marked in red, or to pass such a square, wins the race (Figure 10).
Playing with 2 or 3 Players
When playing with two or three players, each player has two cars. The tires belonging to each of a player's cars are counted separately.
Multi-Lap Races
The players may agree to race several laps. During such a race, after each completed lap a car may enter the pit stop service. The service consists of two squares, one on each side of the start and finish line. A car may enter the service at any speed from the red square (Figure 11).
On the player's next move after entering the service, he sets the pointer on his speedometer to 0 and tops up his tire supply to 30, regardless of how many tires he had at the start of the race.
On the next move after that, the car may enter the track square immediately beyond the red square (Figure 11). If that square is occupied by another car, the player loses his place in the queue.
Contents of the Box
- 16 double-sided track pieces: 8 square and 8 triangular
- 6 plastic racing cars
- 6 speedometers
- 6 pointers
- 6 connecting parts (rivets)
- 174 tire tokens
- 1 die
- Instructions