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Formule Dé

Formule Dé Rulebook

Table of Contents

Table of Contents

  • Objective
  • Sporting Regulations
  • Game Components
  • Setup
  • The 3 Fundamental Rules
    • 1. Gearbox and Movement
    • 2. Driving Code
    • 3. Life Points of the Car (PDV)
  • The Starting Grid
  • One-Lap Race
    • 1. Start — Black Die: 1 or 20
    • 2. Corner Exit (Off-Track) — PDV: Tires
    • 3. Braking — PDV: Brakes
    • 4. Blocking — PDV: Brakes, Tires
    • 5. Over-Revving — PDV: Fuel, Brakes, Engine
    • 6. Collision — Black Die: 1 = Bodywork PDV
    • 7. Engine Failure — Black Die: 1 to 4 = Engine PDV
  • Two-Lap Race
  • Pit Stop — Black Die: 1 to 10 = Fast Stop!
  • Arrival
  • Advanced Rules
    • 1. Slipstream
    • 2. Timed Trials
    • 3. Hard, Soft, and Wet Tires
  • Bonus and Penalty Tables
    • 4. Weather Conditions
  • Three-Lap Race
    • 5. Car Construction
    • 6. Handling — Black Die: 1 to 4 = Handling PDV
    • 7. Life Points at the Pits

Objective

FORMULE DÉ is a game about Formula 1 motor racing. The goal is to win a race (over 1, 2, or 3 laps) by crossing the finish line first. To do this, you will need to take risks and anticipate the events of the race. You must decide on a strategy but also count on luck, respect the rules of the road, and keep a close eye on your car's mechanical condition.

Sporting Regulations

Each player is both driver and race steward. Each player will see to the smooth running of the race and the application of the rules, particularly those concerning movement paths.

Players may drive as many cars as they wish, but it is advisable to start with one car for the first races. Later on, experienced drivers may manage two cars from the same team, or form a team together.

Game Components

The FORMULE DÉ box contains:

  • A game board in two parts, with a Formula 1 circuit printed on each side: the Monaco Grand Prix and the Zandvoort Grand Prix in Holland. The latter includes an expansion (sold separately) allowing play on the double-sided surface!
  • 6 colored dice corresponding to the car's 6 gears.
  • A black 20-sided die for any mechanical damage suffered by the cars.
  • A basic rules booklet for your first races (1- or 2-lap races).
  • An advanced rules booklet for even more thrills (2- or 3-lap races).
  • 10 cars and 10 rear wings in 5 colors, representing 5 teams.
  • 10 "gear lever" tokens in the teams' colors. The levers indicate the gear chosen for each move.
  • A pad of race sheets for 1, 2, or 3 laps of the circuit. Each sheet slides into the dashboard and is used to record the state of the vehicle's various parts: tires, brakes, bodywork, etc.
  • 10 dashboards in the teams' colors with a gearbox (a different die per gear) and vehicle condition tracker (race sheet).
  • A black pencil with eraser to help you out if needed.

Setup

Players begin by choosing the circuit on which the race will take place. The two halves of the game board must be unfolded flat and placed side by side on a table. Once the circuit is set up, each player should have a pencil and an eraser on hand. Each player then chooses a car, a wing, a dashboard, and a gear lever, all four of the same color. The cars are placed on the circuit, in the pit space matching their color.

Slide a race sheet bearing the symbol for 1 lap of the circuit into your dashboard.

On this sheet, write your driver's name and your team's name in the corresponding boxes.

Finally, set your gear lever to the yellow symbol for 1st gear.

If two players are sharing the cars of the same team to play together, one of them must choose a rear wing of a different color so that the two cars can be easily told apart.

You are now in the shoes of a race driver. But before starting, you need to know the 3 fundamental rules for winning a FORMULE DÉ race.

The 3 Fundamental Rules

1. Gearbox and Movement

The Gearbox

A car has 6 gears. Each gear corresponds to a different die. The numbering of the faces of each die indicates the car's movement in number of spaces. The higher you shift, the farther and faster the corresponding die will make you go (see the progression table below). When accelerating, it is forbidden to skip a gear: from 1st to 3rd, for example. When downshifting, on the other hand, it is possible to drop back 1, 2, or 3 gears. Examples: from 6th to 4th, from 4th to 1st, or from 5th to 1st, etc. But this will incur penalties, which we will see further on.

Gears/DiceSpaces
1st (yellow triangle)1 to 2
2nd (orange square)2 to 4
3rd (red diamond)4 to 8
4th (green pentagon)7 to 12
5th (purple hexagon)11 to 20
6th (blue circle)21 to 30

Note: the number rolled on the yellow 1st-gear die is read at the top of the 3 faces.

Movement

As in real life, a car starts in 1st, then shifts to 2nd, and so on up to 6th to go faster and faster. On their turn, a driver must proceed in the following order: announce the gear they are engaging, then place their lever on their dashboard, and only then roll the die for the chosen gear. They then move their car the number of spaces indicated by the die. At the end of its move, the car is said to make a "stop." This notion will be important in corners (see further on, 2 - Driving Code).

During the race, on each new turn, drivers play in the order determined by the position of their car on the track. Example: during a turn, car B overtakes car A, which is in first position. On the following turn, car B, now in first position, will therefore play before car A.

Important: when two cars are at the same point on the track, the car with the higher gear ratio plays first. If the 2 cars have the same gear, the one that arrived first will play first.

The black die is used to roll for probabilities of damage during race events (see chapter: One-Lap Race).

Damage1 to 20

2. Driving Code

Cars move along the 3 lanes of the circuit while following a code of conduct in corners, and another one on straights. Above all, it is forbidden to jump over a car — you must go around it. It is also forbidden to reverse.

The Driving Code in Corners

a) To negotiate a corner or a sequence of corners, a car must make, within the limits of the corner, the minimum number of stops indicated on the yellow flag. Once the mandatory stop(s) have been made, the car may exit the corner normally on the following turn. To better negotiate a corner, take into account the indications given in number of spaces below the flag: L = longest path; C = shortest path.

b) The red and white markers delimit the corner or sequence of corners.

c) The red lines mark the beginning and end of the red and white markers for all 3 lanes.

d) The arrows indicate the only directions allowed for movement inside or around the corners.

The Driving Code on Straights

Straights are the sections of circuit between two corners. Depending on the length of each straight, cars make more or fewer moves before entering a new corner. During a move on a straight, a car may change lanes by at most 2 lanes (1).

Warning: it is strictly forbidden to zigzag during a move on a straight (2). In other words, you cannot move out of a lane and back into the previous one, unless this is justified by overtaking a car (3) or avoiding an obstacle (see advanced rules, chapter: Handling). In all cases, your move must be made along the shortest possible path in terms of number of spaces.

(1) YES — (2) NO — (3) YES

3. Life Points of the Car (PDV)

During a race, a car is put under strain in 5 main areas, each of which is assigned a certain number of Life Points (PDV, "Points De Vie"). For a 1-lap race, the starting capital of Life Points is shown in the table below. These Life Points allow you to track 6 events that can occur during the race. Each driver manages their points as they see fit according to their own race strategy. They will use them depending on the risks they take and as the events they experience arise. Each Life Point lost must be crossed off on the race sheet.

PartsPDVEvents
Tires4Off-track
Brakes3Braking/Blocking
Fuel2Over-revving
Bodywork2Collision
Engine2Engine failure

The Starting Grid

Before starting the race, you must determine the cars' positions on the starting grid. To do this, each driver rolls the black die. The lowest score takes first place, i.e. pole position, and so on in ascending order of the numbers rolled.

One-Lap Race

1. Start — Black Die: 1 or 20

Are you ready? The start is given! Before engaging their 1st gear, each driver rolls the black die to find out whether they get a bad start or a great start.

"1" on the die: bad start. The driver has stalled their engine. They cannot play their 1st gear and therefore stay in place. They will wait for the next turn to start normally in 1st, without rolling the black die again.

"20" on the die: great start. The driver has pulled off a "cannon" start. They immediately move their car 4 spaces without playing their 1st gear. They may shift over by one or two lanes to avoid another car. On the next turn, they will be able to play in 2nd gear.

Any other result on the die has no effect.

2. Corner Exit (Off-Track) — PDV: Tires

Whenever a car goes past the limit of a corner without having made the required number of stops, it is considered to go off-track. It then loses as many tire points as spaces it went past the limit. In a 1-lap race, the car is eliminated if it loses more than 4 tire points in a single off-track incident or cumulatively over several.

Important: in the case of a corner requiring two stops, if the driver makes no stop at all, their car is automatically eliminated. In the case of a corner requiring three stops, if the driver makes no stop, or only one stop, that is also automatic elimination.

When going off-track, the driver must respect the following three rules:

  1. Continue their move in the same lane they exit from.
  2. If the off-track exit brings them into another corner, they may not count that stop toward the new corner.
  3. If they are blocked by another car, they may not go around it. They are in a blocking situation (see §4 - Blocking).

Special case: the spin. The driver who crosses off their last tire point makes their car spin. The car stays where it is but is turned to face the opposite direction of the race. On their next turn, the driver may turn it back the right way round, but will restart in 1st gear. In this state, any new off-track incident of even one space will cause a new spin. If the off-track distance is greater than one space, there is no way out: it is elimination.

3. Braking — PDV: Brakes

A driver may use their brake points at any time to avoid moving the full number of spaces indicated by the die. When going off-track, they may choose to brake to save their tire points, or to reduce their tire point losses by combining them with brake points. For each brake point used, the driver moves their car one space less than planned. Once a car loses its last brake point, the driver will continue the race without being able to brake.

4. Blocking — PDV: Brakes, Tires

A car may find its path blocked by one or more other cars that it cannot go around. It is then unable to complete the whole of its move: this is blocking. After moving their car as far as possible, the driver calculates the number of spaces they would have had left to travel had they not been blocked. Then, using the table below, they determine the brake and tire point losses their vehicle suffers.

Important: the driver whose car no longer has enough brakes or tires to sustain a block, or who is blocked by 7 spaces or more, is eliminated. They then automatically cause the loss of one bodywork point to the car located directly ahead of them.

SpacesBrakesTires
110
220
330
431
532
633
7EliminationElimination

5. Over-Revving — PDV: Fuel, Brakes, Engine

When a driver downshifts by skipping one, two, or three gears, they are over-revving. The number of gears skipped determines the fuel, brake, and engine points lost by their car (see table). Once a car loses its last fuel point, the driver will continue their race downshifting normally, without being able to skip gears.

Important: it is forbidden to downshift by skipping 4 gears.

Number of gears skippedFuelBrakesEngine
1 gear (e.g.: 6th to 4th)100
2 gears (e.g.: 5th to 2nd)110
3 gears (e.g.: 6th to 2nd)111

6. Collision — Black Die: 1 = Bodywork PDV

When a car ends its move on a space next to or behind one or more other cars, there is a risk of collision. To determine whether a car has collided with another, each driver concerned rolls the black die. Those who roll a 1 have damaged their car and lose one bodywork point. Once a car loses its last bodywork point, the driver destroys their car and is eliminated from the race.

In the example given in the original rulebook, the driver of car A causes a risk of collision with cars B, C, and D. The procedure is as follows: 1) The drivers of cars B, C, and D each roll the black die once to see if they collide with car A. 2) The driver of car A rolls the black die 3 times, once each for cars B, C, and D, to see if they collided with them.

Important: the driver who causes the collision rolls the black die last. If they caused the elimination of one or more cars, they will automatically lose, without rolling the black die, as many bodywork points as cars eliminated.

7. Engine Failure — Black Die: 1 to 4 = Engine PDV

When a driver rolls a 20 on the die in 5th gear, or a 30 in 6th gear, they push their engine to the limit. After moving their car, they must roll the black die to test their engine's toughness. All drivers who are in 5th or 6th gear at that moment must do the same. Drivers who roll a number from 1 to 4 on the black die lose 1 engine point on their car. Once a car loses its last engine point, the engine fails and the car is eliminated.

Two-Lap Race

For a 2-lap race, slide in the matching race sheet in your dashboard. The starting capital in Life Points is then increased with new points in every part of the car, as shown in the table below. Rules 1 to 7 remain identical but take into account the higher number of Life Points.

PartsPDVEvents
Tires6Off-track
Brakes4Braking/Blocking
Fuel3Over-revving
Bodywork3Collision
Engine3Engine failure

The benefit of a 2-lap race lies in the possibility of making a pit stop to regenerate the tire points lost during the first lap.

Pit Stop — Black Die: 1 to 10 = Fast Stop!

It is recommended to stop at the pits to change tires and thereby regain lost tire points. To reach their pit, cars must use the single lane that leads to it. The entrances and exits of a pit are accessible via the two spaces marked with an arrow. The rules for over-revving, collision, braking, blocking, and engine failure do not apply in the pit lane. If a car is ahead of you, you cannot pass it because the lane is single-file. You will simply wait behind it.

Entry Procedure

There is no speed limit for entering your pit space. Nor is it necessary to roll the exact number on the die to get there. Once in their pit, the driver erases the tire points they had previously crossed off in order to regenerate them.

Exit Procedure

Once they have regenerated their tires, the driver rolls the black die to find out, in reality, how quickly their mechanics carried out the tire change:

1 to 10 on the die: FAST STOP. Great! Your mechanics are aces and haven't wasted any time. The driver divides the number rolled on the die by 2, rounding up if necessary. The result indicates the number of spaces the car immediately travels upon leaving the pit. The exit is automatically made in 4th gear. On the next turn, the driver will be able to shift up to 5th, or downshift to 3rd.

11 to 20 on the die: MISSED STOP. Ouch! Your mechanics didn't get much sleep last night... The car is stuck in the pit until its next turn. On the following turn, the driver may set off again in 4th gear at most, or slower if they wish.

Arrival

The driver who, on their turn, crosses the finish line first is the winner of the race. The race ends when all drivers have crossed the finish line.


A game by Éric Randall and Laurent Lavaur

Box graphic design: Guillaume Rohmer, with the collaboration of Inédit CGI images: Ex-Machina Illustrator: Bernard Bittler Collection directed by: Duccio Vitale

The authors would like to thank all those who have followed them since the very beginning.

A game by Eurogames, published by Jeux Descartes, 1 rue du Colonel Pierre Avia, 75503 Paris Cedex 15

Advanced Rules

For more thrills...

The 7 rules that follow are the complement to the basic rules. They are independent of one another. Before starting a game, players should agree together on which rules they wish to apply.

  1. Slipstream
  2. Timed Trials
  3. Hard, Soft, and Wet Tires
  4. Weather Conditions

Three-Lap Race

  1. Car Construction
  2. Handling
  3. Life Points at the Pits

1. Slipstream

The phenomenon of slipstreaming occurs when a car finds itself in the wake of another. It is effective from 4th gear up to 6th gear. There is never any slipstreaming in 1st, 2nd, or 3rd gear.

To take advantage of the slipstream, after making its move, car B must stop on the space directly behind car A. From this position, it may add 3 more spaces to its move. The slipstream may be carried out in 3 modes of movement (see diagram in the original rulebook):

a) Moving out of a lane and back into the original lane in front of the car overtaken. b) Moving out of a lane and moving straight ahead. c) Moving out of two lanes and moving straight ahead.

Conditions to Respect

  1. A car may only benefit from a slipstream if it is at a gear equal to or higher than the car ahead of it. Both cars must be at least in 4th gear.
  2. A slipstream must be carried out over the whole of its 3 spaces. However, the driver may use their brake points to move fewer spaces.
  3. If the slipstream brings the car onto a space directly behind another car, it may benefit from a new slipstream, and so on. A car may chain together as many slipstreams as possible during the same move.
  4. If a car uses a slipstream to enter a corner, it will cost it one brake point, without it having to fall back one space for this. This is an exceptional case symbolizing the car's late braking while slipstreaming.
  5. In a corner or sequence of corners, a car benefiting from one or more slipstreams must follow the arrows during its moves.
  6. It is forbidden to brake in order to benefit from a slipstream.

Note: slipstreaming is never mandatory.

2. Timed Trials

To determine the positions on the starting grid, each driver in turn makes one timed lap of the circuit. During the trials, the movement rules and the driving code apply normally, but Life Points are not taken into account. Only off-track incidents result in penalties, counted in die rolls.

Procedure

One of the players is designated race steward and is given a stopwatch, a pencil, and paper. The driver making their timed lap places their car in the middle lane in front of the starting line.

  1. The moment the driver is about to roll the die for 1st gear, the race steward starts the stopwatch.
  2. The race steward then counts the number of die rolls made to cover the lap of the circuit.
  3. The race steward will also count 1 additional die roll for each space gone past the limit on an off-track incident.
  4. Each minute elapsed during the trial also counts as one additional die roll.
  5. The race steward stops the stopwatch the moment the driver crosses the finish line.

Warning: In the case of a corner requiring two stops, if the driver makes no stop, their trial is over. During the race, they will start in last position on the starting grid. For a corner requiring 3 stops, if they make no stop, or only one stop, the same penalty applies.

The race steward now calculates the driver's trial result.

Example

The driver completed their trial in 18 die rolls in a time of 4 min 22 sec. During the trial, they went off-track by 2 spaces on one occasion.

To the 18 rolls, they therefore add 6 additional rolls, corresponding to the 4 minutes elapsed and the 2 spaces of off-track distance. This brings the total number of die rolls to 24.

The result is an "absolute time" of 24 die rolls in 4 min 22 sec.

Pole position will be awarded to the driver who achieved the "absolute time" made up of the lowest number of die rolls.

If several drivers achieve the same number of die rolls, the "time" is used as the tiebreaker.

3. Hard, Soft, and Wet Tires

The choice of tires is essential, both for the trials and for the race. Depending on the weather conditions and race strategy, one type of tire is called for. Each type has its own advantages depending on the weather in which it is used.

Hard Tires

Recommended for sunny and variable weather, but ineffective in the rain.

Sunny: with these tires, car handling and off-track penalties (die rolls or PDV) are normal during trials and over 1, 2, and 3-lap races.

Variable: same as sunny.

Rain: the car slides an extra 3 spaces on each of its moves inside corners during trials and over 1, 2, and 3-lap races. Off-track penalties (die rolls or PDV) are normal.

Soft Tires (+1)

Strongly recommended for sunny weather. They are ineffective in the rain, indeed even a handicap.

Sunny: a car fitted with these tires may add 1 extra space to all its moves at any gear, both in trials and in the race, for a single lap of the circuit. On the other hand, off-track penalties (die rolls or PDV) are multiplied by two. The extra space bonus is not mandatory. In the race, they are only effective for a single lap. If you do not stop at the pits at the end of the 1st lap to regenerate your soft tires — whether or not you lost tire points — you will no longer benefit from the one-space bonus for the 2nd lap. In a 3-lap race, if you do not stop at the pits at the end of the 2nd lap (you stubborn thing!), you take a one-space penalty on all your moves on straights and you multiply your off-track penalties by three.

Variable: same as sunny.

Rain: there is no longer any bonus and the car slides an extra 3 spaces on each of its moves inside corners, in trials and in the race. Off-track penalties (die rolls or PDV) are multiplied by two during the 1st and 2nd laps. On a 3-lap race, if you do not stop at the pits at the end of the 2nd lap, you take a handicap of 1 space on all your moves on straights and you multiply your off-track penalties by three.

Wet Tires

Strongly recommended in the rain, but fragile in the sun.

Sunny: you multiply your off-track penalties (die rolls or PDV) by two both in trials and in the race, over the 2 laps. For a 3-lap race, if you do not stop at the pits at the end of the 2nd lap, you multiply your off-track penalties by three during the 3rd lap.

Variable: same as sunny.

Rain: the car slides only 1 extra space on each of its moves inside corners, in trials and in the race, over 1, 2, and 3 laps. Off-track penalties (die rolls or PDV) are normal.

Bonus and Penalty Tables

Hard Tires

WeatherTypeTrialRace — Lap 1Race — Lap 2Race — Lap 3
SunnyBonusCorners+0+0+0+0
SunnyMovementStraights+0+0+0+0
SunnyPenaltiesOff-trackx1x1x1x1
VariableBonusCorners+0+0+0+0
VariableMovementStraights+0+0+0+0
VariablePenaltiesOff-trackx1x1x1x1
RainSlideCorners+3+3+3+3
RainStraights+0+0+0+0
RainPenaltiesOff-trackx1x1x1x1

Soft Tires (+1)

WeatherTypeTrialRace — Lap 1Race — Lap 2Race — Lap 3
SunnyBonusCorners+1+1+0+0
SunnyMovementStraights+1+1+0-1
SunnyPenaltiesOff-trackx2x2x2x3
VariableBonusCorners+1+1+0+0
VariableMovementStraights+1+1+0-1
VariablePenaltiesOff-trackx2x2x2x3
RainSlideCorners+3+3+3+3
RainStraights+0+0+0-1
RainPenaltiesOff-trackx2x2x2x3

Wet Tires

WeatherTypeTrialRace — Lap 1Race — Lap 2Race — Lap 3
SunnyBonusCorners+0+0+0+0
SunnyMovementStraights+0+0+0+0
SunnyPenaltiesOff-trackx2x2x2x3
VariableBonusCorners+0+0+0+0
VariableMovementStraights+0+0+0+0
VariablePenaltiesOff-trackx2x2x2x3
RainSlideCorners+1+1+1+1
RainStraights+0+0+0+0
RainPenaltiesOff-trackx1x1x1x1

4. Weather Conditions

Weather conditions are set before the trials and before the race. They determine the choice of tires for the trials and the race. A weather scale from 1 to 20 is printed on each circuit. After rolling the black die, simply refer to it to find out how the weather evolves. Weather conditions differ for each circuit. There are 3 types of weather:

  • Rain
  • Variable
  • Sunny

The Trials

A driver drawn at random rolls the black die and compares the number rolled to the scale printed on the board. If the weather is:

Sunny: the weather stays fine for the whole of the trials.

Rain: it rains for the whole of the trials.

Variable: the sky is overcast but it does not rain for the whole of the trials.

The Race

The driver in pole position is designated to set the weather for the race. They roll the black die and compare the number rolled to the scale printed on the board. If the weather is:

Sunny: the weather stays fine for the whole of the race.

Rain: it rains for the whole of the race.

Variable: at the start of the race, the weather is sunny. The sky is overcast but it is not raining. However, it will be necessary to redefine the weather during the race to find out whether it evolves toward sun or rain. To do this, as soon as a driver rolls a 20 in 5th gear or a 30 in 6th gear, they must roll the black die to find out the change in weather, referring to the scale printed on the board. If the roll again indicates variable weather, the procedure is repeated.

  1. If it evolves toward sun, it is TEMPORARY SUN until the next roll.
  2. If it evolves toward rain, it is TEMPORARY RAIN until the next roll.
  3. If the weather returns to variable after temporary sun or temporary rain, it is fine again until the next roll.
  4. If sun or rain comes up twice in a row, the weather is fixed for the rest of the race.
  5. If a temporary sun evolves to rain, it is TEMPORARY RAIN, and vice versa.

The diagram in the original rulebook summarizes the possible changes in weather as a chain of five states — Sunny Definite, Sunny Temporary, Variable, Rain Temporary, Rain Definite — linked in that order. Each neighboring pair of states is linked by die-roll ranges read off the scale printed on each board: rolling within the range shown moves the weather from Sunny Temporary to Sunny Definite (die range marked "4"), between Sunny Temporary and Variable (die range marked "1, 3"), between Variable and Rain Temporary (die range marked "2, 3"), and from Rain Temporary to Rain Definite (die range marked "4"). A separate range, marked "5," leads from either Sunny Temporary or Rain Temporary back to Variable.

Attention! Under rain: new scale of penalties

  1. Collision: 1 bodywork point for a roll of 1 to 2.
  2. Engine failure: 1 engine point for a roll of 1 to 3.
  3. Handling: 1 Handling point for a roll of 1 to 5.

Three-Lap Race

5. Car Construction

Slide the 3-lap race sheet into your dashboard. It is blank of Life Points, since you are now going to configure your own car in Life Points (PDV).

It is now made up of 6 fundamental parts: TIRES, BRAKES, FUEL, BODYWORK, ENGINE, and HANDLING. You have a capital of 20 Life Points. Before the start, and after determining the weather conditions, you distribute your Life Points as you see fit among the car's 6 parts.

Important: you must assign at least 1 Life Point to each of the vehicle's parts.

Reminder of Penalties over 3 Laps

  1. You are eliminated when you cross off your last bodywork, engine, or handling Life Point of your configuration.
  2. You can no longer brake once you cross off the last brake Life Point of your configuration.
  3. You can no longer downshift by skipping a gear once you cross off the last fuel Life Point of your configuration.
  4. On an off-track incident, it will cost you as many tire Life Points as spaces gone past the limit. You will make a spin when you cross off the last tire Life Point of your configuration.

6. Handling — Black Die: 1 to 4 = Handling PDV

In a 3-lap race, whenever a car loses a bodywork or engine point, or is eliminated, the space where the incident occurred becomes dangerous. This dangerous space must be marked with tape or an identifiable sticker. If a car comes to pass over or stop on this space, the driver must roll the black die to assess the damage to their HANDLING.

If they roll a number from 1 to 4, they lose one Handling point and cross it off on their race sheet. When the last Handling Life Point is lost, the car is eliminated from the race.

Note: the dangerous spaces that thus dot the track become obstacles that you can avoid by moving your car over by one lane.

7. Life Points at the Pits

Each team has 4 additional Life Points in its pit, i.e. 2 per car, intended to regenerate brake, fuel, bodywork, engine, and handling Life Points. Each Life Point taken at the pit is crossed off the race sheet.

There are then 2 types of pit stops:

The Tire Stop

This allows only lost tire Life Points to be regenerated, or the type of tires to be changed. The procedure is the same as described in the exit procedure in the basic rules.

The Long Stop

This allows brake, engine, bodywork, and handling Life Points to be regenerated at the pit, in addition to tire Life Points. The stop is carried out as follows: on arriving at their pit, the driver must announce that they are making a long stop. They will wait until their next turn to exit. They will then set off again at 4th gear at most.

Important: a car fitted with soft tires does not have the right to add the one-space bonus to its exit number on a Tire Stop.

Cars that are on the straight facing the pits play before those engaged in the pit lane.


A game by Éric Randall and Laurent Lavaur

Box graphic design: Guillaume Rohmer with the collaboration of Inédit CGI images: Ex-Machina Illustrator: Bernard Bittler

Collection directed by: Duccio Vitale

The authors would like to thank all those who have followed them since the very beginning.

A game by Eurogames, published by Jeux Descartes, 1 rue du Colonel Pierre Avia, 75503 Paris Cedex 15