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Real Action Stockcar Championship

Real Action Stockcar Championship Rulebook

Table of Contents

Table of Contents

  • Components
  • Track Board Movement Values
  • Movement
    • Off-Line Spaces (–1 and –2)
    • Overtaking
  • Challenges and Lanes
    • Lane Changes
  • Flags
    • Yellow Flag
    • Black Flag
  • Drafting
    • Slingshot (basic)
  • Realism Package 3 (Optional Rules)
    • Pitstops and Fuel/Tires
    • Slingshot Drafting (Realism Package 3 text, as quoted in the FAQ)
  • Finish
  • FAQ

Components

The game includes a double-sided board featuring Sunvalley Racepark and Coopersville Speedway, a Driver's Manual (rulebook) and the following components:

  • 10 different colors of cars (with a sticker sheet of racing numbers).
  • 4 TI dice: used for movement and featuring 2x MIN, 1x +1, 1x +2, 1x MAX and 1x TI.
  • 3 D10 in red, yellow and green: used for challenges, one for each lane.
  • 2 D6 in purple: used for rolling on the Incident table.
  • 3 markers for the Lap Counter.

Each player (or one designated player) should have a Car & Driver Condition sheet to track each car's damage and wear throughout the race. A Lap Counter sheet is also recommended for tracking race positions, fuel and tires lap by lap.

Track Board Movement Values

  • Sunvalley Racepark: MIN = 15 spaces, +1 = 16 spaces, +2 = 17 spaces, MAX = 18 spaces.
  • Coopersville Speedway: MIN = 10 spaces, +1 = 11 spaces, +2 = 12 spaces, MAX = 13 spaces.

Each track has a pre-set MIN and MAX movement. On Sunvalley Racepark a car can be moved between 15 and 18 spaces in a turn.

Movement

Each player rolls 2 - 4 dice for each car and applies the best possible result. Bots always roll 3 dice.

When a player rolls 2, 3 or 4 movement dice of their choice, they must apply the best result. Remember, a car is never required to use its full movement and may stop early to avoid the –1 and –2 spaces!

In the example shown in the guide, the player rolled three movement dice, resulting in a +1 and 2 TIs. An incident occurs, so the car is moved MIN minus any modifiers, and the player consults the Track Incident table and rolls 2 D6 to determine the outcome.

Whenever a player (or bot) rolls two TI results, regardless of the other rolled dice, they must consult the Track Incident table printed on the board. Roll 2 D6 and apply the result. The guide's author uses a double-sided chart with incidents from the Realism Package 3 (see below), which adds a greater variety and introduces different incidents at different stages of the races.

Off-Line Spaces (–1 and –2)

Some spaces on the track have –1 or –2, indicating they are off the optimal racing line. If your car starts its movement on one of these spaces, apply the –1 or –2 to your movement roll. The same modifier also applies during a challenge, if your car is on one of these spaces.

Important: a car is never required to move its full movement and may stop early to avoid landing on the –1 or –2 spaces!

When a car gets a damage, mark it so that other players know it can be passed without a challenge. The –1 and –2 spaces still apply for damaged cars during movement.

Overtaking

A higher movement dice roll does not automatically allow a car to overtake another car. Overtaking is only allowed if:

  1. the other driver chooses not to participate in a challenge;
  2. the other car is damaged and is moving at half speed;
  3. the other car has spun;
  4. the other car is being lapped.

Challenges and Lanes

In the example shown in the guide, car #5 stops alongside car #9, car #32 stops behind car #9, car #36 stops behind car #32, and car #94 stops alongside car #36. As a result, car #9 and car #5 must challenge each other, and car #36 and car #94 must do the same.

  • The Inner lane uses the red D10 and the Middle lane uses the yellow D10.
  • Highest roll wins the challenge and moves first on the next turn.
  • If the cars roll the same result, roll again.
  • If a 0 is rolled, an incident occurs. Consult the Incident table and apply the result.

3-car challenge: use the red D10 (Inner Lane), yellow D10 (Middle Lane) and green D10 (Outer Lane). Place the winning car ahead of the 2nd and 3rd car. If two (or all three) of the cars roll the same result, reroll those dice again. If a 0 is rolled, an incident occurs. Consult the Incident table and apply the result.

In both a 2-car challenge and a 3-car challenge, remember to apply any –1 or –2 modifiers to the dice roll if a car is placed on a –1 or –2 space.

Lane Changes

If two or more cars are side by side, they may not change into a lane occupied by a car alongside them when they start their movement.

Optional rule: the car who wins the challenge is allowed to change lane.

In the example shown in the guide, the leading car #3 won the challenge against car #4 and goes first. Car #3 may not move into the Inner Lane because car #4 was alongside it when its movement began. It must either stay in the Middle Lane or move to the Outer Lane, since that is free. Car #4 must stay in the Inner Lane when it moves. However, if car #3 moves to the Outer Lane, car #4 may move into the Middle Lane.

Flags

Yellow Flag

A Yellow Flag is caused by an incident and remains for one lap.

All cars continue racing as normal until each reaches the Caution Flag Line Up near the Pit Lane exit. From that point, they all drive at ½ of MIN (rounded up). Line up all cars in a single line in the Middle Lane. Lapped cars should line up in a single line in the Inner Lane.

When the leading car reaches the green Rolling Start Line, green flag racing resumes.

Cars entering the Pit Lane during a Yellow Flag period must stop and wait at the Pit Lane exit until all the other cars have passed the yellow Caution Flag Line Up. They may then rejoin the race track and move at ½ of MIN (rounded up).

Black Flag

If a car receives a Black Flag as a result of an incident, it must serve an extra 10-secs pitstop immediately. Place a Black Flag marker in the pit for that car to remind the player to add the 10-secs penalty to that car's pitstop.

If the car has already made its mandatory pitstop, it must make an additional 10-secs pitstop without taking fuel or changing tires.

Alternatively, a player can choose to take the 10-secs penalty first and complete the mandatory pitstop later.

Drafting

If a car is directly behind another car and both cars are within the Drafting Zone, they may draft one space forward.

  • This is only allowed if BOTH cars are inside the Drafting Zone before AND after drafting.
  • If either drafting car is involved in a challenge, it may only draft if it wins its challenge.
  • If either car loses its challenge, the draft fails and neither car can draft forward this turn.

More than two cars may form a drafting chain. However, every car involved in a challenge must win its challenge for the entire chain of cars to draft one space forward.

After drafting, cars may initiate new challenges if they end up alongside other cars. However, a car may draft only once in a turn.

Slingshot (basic)

If a car starts its movement directly behind another car within the Drafting Zone, it may use Slingshot to gain +1 to its movement on the next turn. To do so, the car must end that movement within the Drafting Zone.

Realism Package 3 (Optional Rules)

The following optional rules are part of Realism Package 3 and are designed to make races more realistic. The Realism Package rules include many more add-on rules than this guide covers.

Pitstops and Fuel/Tires

Cars must make a pitstop at least once during a race. In a 10-lap race both fuel and tires last for only 7 laps. In a 15-lap race both fuel and tires last for only 10 laps, so both fuel and tires must be replaced during a pitstop.

Pit Lane speed ranges from MIN = 5 to MAX = 8. If a car's speed is higher than 8 on the track, it must stop before entering the Pit Lane or complete another lap before pitting.

When a car stops in its pit box, place its marker on the 20-secs space. On each of the player's turns, move the marker towards the 1-secs space using the result of the Pit Lane dice roll. Once the marker reaches the 1-secs space, the car begins leaving the pit and continues down the Pit Lane toward the Pit Exit.

If a car enters its pit box with movement points remaining, immediately move the marker down from the 20-secs space accordingly until all remaining movement points have been used.

If a car is damaged, additional time must be added to its pit stop based on the time required to repair the damage. Place the marker at the appropriate XX-secs space and count down from there to the 1-secs space as normal.

Slingshot Drafting (Realism Package 3 text, as quoted in the FAQ)

If your car sits directly behind another car and both cars are within a drafting zone, you may choose to (1) draft both cars up one space or (2) slingshot draft and attempt to pass the car in front of you. Auto-control cars are not allowed to Slingshot Draft. If you choose to attempt a pass on a slingshot draft, move your car next to the car in front of you into an open lane. Conduct a challenge and follow the normal challenge rules. If there is a car in the way, you may NOT slingshot draft; you may only draft both cars forward.

Finish

The winning car is the first car to cross the Finish Line first after the required laps.

Lap counting: move the Lap Counter marker each time the leading car crosses the Start / Finish line. Races can be run over 10 to 500 laps.

The guide's house rule: if two or more cars end on the same row of spaces after crossing the Finish Line, resolve a challenge using the D10s; the winner of the challenge is also the winner of the race.

In the example shown in the guide, cars #3, #4 and #33 all crossed the Finish Line in the same turn and finished on the same row of spaces. Car #33 won the challenge and therefore won the race; car #3 finished 2nd in the challenge and in the race; car #4 finished 3rd. A roll of 0 in this challenge has no additional effect. No incidents occur after the Finish Line.

FAQ

1. On the starting grid several cars will start on a –1 track space. Do these cars have a –1 on their first movement roll? NO. Ignore the minus spaces on starts and restarts.

2. When a player throws two TIs with the movement dice and (for example) an 8 (Brain Fade) on the incident dice, this car has directly a –2 on this movement. If this player has used only two movement dice (TI + TI), has this car then to be moved minimum –2? When using a third movement die which shows a MAX (TI + TI + MAX), has this car then to be moved maximum –2? That is correct. If no move is displayed (i.e. TI TI), move minimum minus any modifier.

3. When throwing an incident while challenging and immediately again with the movement dice, will the penalty be cumulative for this movement? No. Take the first penalty and ignore the second.

4. When throwing an incident while challenging two other cars, this car normally will be the last car leaving this row. When throwing a 5 (Bump) with the incident dice, will this car be moved first or second from the cars on this row? The car that rolls the Bump takes position directly in front of it only, so in your case it would move to 2nd.

5. Do I correctly understand that on a sprint race there can be only one Yellow Flag and that other Yellow Flags have to be ignored? No. Sprint racing should obey the standard RASC rules using the incident chart on the track.

6. When driving ½ speed, by throwing a 9 (Miss Shift) on the incident dice, is the ½ movement rounded up or down? Always round up.

7. You don't have to use the entire movement roll. Is the track MIN the minimum that has to be moved? Or can you drive even slower to slow down the cars behind you? You could drive slower, I suppose; usually that is only done in the case of a car in front slowing the field down due to an incident, and the cars behind may move less than the MIN to avoid smashing into the slowed car. It depends on who you're playing with as to whether you allow cars to sandbag and purposely slow down cars behind them. RA Games officially says: you can never move less than ½ MIN. Also, the Momentum pass would allow cars behind to pass the slow car. Momentum passes in effect force a Drive-by Pass: a driver coming up behind a slower car can move past the car without stopping to challenge if their roll would carry them to a point where there are 3 spaces in between the two cars.

8. Can you also throw an incident while you are in the pits? In the standard game, incidents in the pits are officially ignored because they do not apply. However, they can be used if you wish. The Realism Package offers specific Pit Incidents.

9. Do cars in the Pit Lane always have to be moved last? No. It does not matter who goes first (cars in the Pit Lane or cars on the track). Just make sure EVERYONE moves during a track movement (i.e. a turn).

10. What happens when a car gets a Black Flag in the last round? Ignore it. You have 1 lap to answer the Black Flag.

11. Is drafting always straight forward? Yes.

12. Will an auto-controlled car draft into a –1 or –2 space? Yes, they can. If already in a drafting situation, they may NOT choose not to draft. That will happen; it is a kind of law of physics. They may choose, however, not to place their car in a position that may draft them into a minus space.

13. When two cars are behind each other in the drafting zone they normally can draft forward. What happens when the first car has won its challenge and the second car hasn't? They cannot draft forward.

14. When, after drafting, there are already two cars on the row where you are going, does the whole challenge have to be done all over, or does the position of the two cars already standing there not change? The order already established will remain, and the car drafting forward will conduct up to two challenges. First, challenge the last car; next, challenge the lead car. If your car loses the challenge against the last car, it should not challenge the lead car.

15. Slingshot Drafting. Does this mean that a car always gets a +1 movement bonus when starting directly behind a car and moves into the big drafting zone, or does it mean that a car gets the +1 bonus when it normally ends its movement directly behind the car it was standing before both cars moved? This was a last-minute rule addition, and there may be different definitions. The official rule is the one stated in the Realism Package. When in a drafting situation, the car behind may choose to draft forward with the car in front, or Slingshot and attempt a pass on the car in front if there is a clear lane. The Realism Package text is quoted in the Slingshot Drafting section above. The guide's example: on Sunvalley Racepark, car A is in the outside lane on space 5 and has won the challenge over car B. Car B is in the middle lane on space 5 and has lost the challenge to car A. Car C is in the outside lane on space 4 directly behind car A. Car A and car C may draft forward one space, but car C may NOT attempt to pass car A since car B is in the way. If car B was in the inside lane, car C may attempt to pass car A, which would result in a free pass on car B.

16. Who wins the game? The car who passes the S/F line first, or the car who moves furthest in this round, challenging an opponent on the same row? The car who crosses the S/F line first after completing all the laps (rounds) wins. The guide's house rule: first across, furthest, winner of challenge.