Stock Car Championship Racing Expansion Pack
Stock Car Championship Racing Expansion Pack Rulebook
Table of Contents
Table of Contents
1.0 General Rules
FILLING GAPS - You can only fill a gap with a PULL AWAY if the car in front of you is more than 3 spaces away. Cooperative passing will not work because the car is too far ahead of you to pick up any draft benefits.
TWO WIDE CARD - The Two Wide card can be placed on either side of your car.
DRAFTING A PASS TWO ACTION - If a driver is challenged while attempting to pass the second car on a PASS TWO action, the first driver passed may play a DRAFT card and choose a car to follow, provided that no other car is already drafting. The car being drafted gets a +.100 added to its speed rating when resolving any challenge. Remember, only one car can draft a challenge.
2.0 Qualifying
The objective is to be the first driver to move ahead 5 car lengths. Cars are lined up side by side similar to a drag race and drivers move ahead by making the lap count and then playing 1 card. The driver with the highest speed rating moves ahead 1 space. Follow the steps below to qualify.
- Line up all cars side-by-side.
- Shuffle the Driver Decks and deal out a 5 card hand to each player. Each player requires their own Driver Deck.
- Turn over a card from the Track Deck to get a lap count. Qualifying cannot begin on an event card, so continue turning track cards until a normal lap card comes up.
- Make the lap count just like a normal game turn.
- Players move by simultaneously playing 1 card. The driver with the highest speed rating wins and moves ahead 1 car length. All drivers tied for the fastest time move ahead. A "Pull Away" card moves any car ahead 1 car length regardless of the speed rating. If a "Pull away" card is also the highest speed rating played that driver moves ahead 2 car lengths.
- Refill hands by drawing 2 cards from the Driver Decks.
- Turn over another Track Deck card and repeat the process until 1 or more cars move ahead at least 5 car lengths. All event cards are now applied.
- Qualifying is complete at the end of the turn in which 1 or more cars move ahead at least 5 car lengths. The driver in the lead at the end of the turn wins the pole position. Second place goes to the next car in line and so on. Any drivers tied for position continue by playing speed ratings from the cards remaining in their hands'. Do not refill the hands.
- 6 spaces is the most a car can move ahead (by playing a "Pull Away" card with the highest speed rating on the last turn).
- If an event card comes up, all drivers turn over the top card on their Driver Decks'. The player(s) with the lowest speed rating receives the effects of the event. All drivers must play a pass card to avoid a "Crash Ahead" event. Do not make the lap count for a yellow or green flag events and do not reset the car positions or driver hands. Drivers eliminated by an out of race event go to the back of the qualifying order and are considered provisional starters. If more than one car is eliminated, the first car out gets the first available position. If 2 or more cars are eliminated, resolve the tie as per step 8 above by playing speed ratings. All green flag events (High in Turn, Tires Worn, Lose Traction etc.) result in moving back 1 car length and have no further effect.
3.0 Two Lane Racing
Real racetracks are varied in shape and size and have unique characteristics. The two lane racing rules add variation to the game by introducing track width. This will allow you to add variation to the Track Decks. Tracks are now divided into three types: Narrow, Normal and Wide. Narrow tracks have the least amount of passing opportunities with no lane between the cars to pass in. Normal tracks have enough room for one car to go between lanes and wide tracks have room for two cars between lanes. You will always be limited to two lanes but passing opportunities and placement of two wide cards are different for each type of track. Diagram 1 shows how to line the cars up on the track.
Diagram 1: Setting up cars on track piece — three track widths are shown: a Narrow track (one free lane above and below the two cars, no free lane between them), a Normal track (a free lane above, between, and below the two cars), and a Wide track (two free lanes between the cars, plus one above and below).
3.1 General Rules for All Tracks
There are now two racing lanes on the track, one high and one low. You are not allowed to respond to an action in the other lane. This includes drafting a car from the other lane.
CHANGING LANES - You are allowed to change lanes once per turn at the beginning or end of your Action Phase. You cannot change lanes during the middle of your turn and you can only move into the other racing lane, not a free lane.
STARTING THE RACE - Line the cars up in two lanes, facing to the left as shown in diagram 2 below. Pole position (1st) is on the inside of the front row.
Diagram 2: Starting Line up — inside lane (front to back): 1st, 3rd, 5th; outside lane (front to back): 2nd, 4th, 6th.
RESTARTS - Cars are lined up single file on the inside lane if there are no lapped cars. Lapped cars are lined up single file on the inside lane and cars on the lead lap are lined up in the outside lane if there are more than 10 laps remaining in the race.
PASSING - You must be able to move your car diagonally into an open lane next to the car being passed (see diagram #3). If a free lane is blocked by a 2 Wide card or a high in turn driver, you cannot pass there. In the example below, car #3 cannot use a PASS INSIDE against car #2 because there is a car on the inside lane next to car #2. Car #4 can PASS INSIDE because there is a space next to car #3. On a narrow track you can only play a PASS INSIDE, PASS TWO or INSIDE ADVANTAGE from the outside lane if there are no cars next to the car being passed. A PASS TWO action would require the space next each car being passed to be free. The same rules apply to PASS OUTSIDE actions from the inside lane.
Diagram 3: Passing (Narrow Track) — two lanes with a free lane above and below. In the inside lane: Car #2 (crashed/blocked marker) and Car #4; in the outside lane: Car #3 and another blocked-marker car. Notes: the space next to the car being passed must be open. Car #3 cannot pass Car #2 on the inside. Car #3 could play a PASS OUTSIDE or change lanes to the inside and pass on the inside (provided he hasn't moved yet). Car #4 can play any pass card because both sides of Car #3 are open. A PASS 2 card would only pass Car #3 because the inside lane next to Car #2 is occupied.
FINISHING THE RACE - No lane has an advantage in resolving ties at the end of a race. If two drivers are tied, they must each play a card from their driver hands. The player with the highest speed rating wins the race. If you do not have any cards left, your speed rating is zero and you do not draw from the top of your deck.
GAPS - Normal gap rules apply. There are no gaps in front of a car leading a lane. You cannot cooperative pass to get ahead or move up on cars in the other lane.
PASS TWO CARD - Does not put you ahead of the other lane if you used it to only pass 1 car.
TWO WIDE CARD - The two wide action card can be placed on either side of your car in any free lane (see diagram #1). Any response card played by any car next to a two wide will immediately remove it from play on narrow or normal tracks. On a wide track, the two wide goes away only if the player who placed it responds to an action.
3.2 SuperSpeedway Rules
- Any car running alone at the end of a turn is moved back one car length during the Refill Phase, regardless of which lane it is in.
- Any driver with Good Car Setup, Learn The Track and Good Engine Setting in play does not fall back.
- SLOW TRAFFIC is placed on the inside lane.
3.3 One Mile Oval Rules
- Any cars running alone in the outside lane at the end of the Action Phase move back one car length during the Refill Phase, unless an OUTSIDE GROOVE is formed. In which case, no cars fall back.
- Any driver with Good Car Setup, Learn The Track and Good Engine Setting in play does not fall back.
- SLOW TRAFFIC is placed on the inside lane unless an OUTSIDE GROOVE is formed on the next Lap Card turned over.
3.4 Short Track Rules
- Do not fall back a space when running alone.
- Slow Traffic goes in both lanes.
4.0 Tire Wear
You have 4 wear points for tires. You lose 1 point every time you lose a challenge. Once all wear points are used up you cannot issue or respond to a challenge (same as Tires Worn event). You can still use all other action cards including PASS and BLOCK. Keep track of wear points on paper or use 4 coins. A normal pit stop will restore all wear points (See Pit Stops section for variations to normal pit stops). You cannot save extra wear points and the tires worn event card is still played normally.
5.0 Pit Stops
These rules add more realism and strategy to pit stops and are best used with the tire wear rules above. They are used with the basic rules for pit stops. It is recommended that players write down the type of pit stop before playing pit times in order to conceal pit strategies.
2 TIRE PIT STOP - Subtract 6 seconds from pit time played for a 2 tire change and restore 2 wear points. It does not remove tires worn, body damage or engine trouble event cards.
SPLASH N' GO - A splash n' go is a quick stop for fuel only. Subtract 10 seconds from pit time and do not restore any wear points. It does not remove tires worn, body damage or engine trouble event cards.
BODY DAMAGE and ENGINE TROUBLE - each add 10 seconds to your pit time.
PIT WINDOWS - Pit stops are made in the pit windows shown in Table 1. When the pit window opens you do not refill your driver hand starting on that turn. You can stay on the track but, if you cannot make the lap count you are out of gas and out of the race. You must pit at the beginning of your Action Phase by pulling your car from the track. You can always make a pit stop regardless of the number of actions you have remaining. This is the only action you can perform for the turn. In other words, you cannot play a PASS INSIDE card and then decide to go into the pits. If you have the Good Fuel Mileage card you are allowed to refill your driver hand once after the pit window opens.
Example: You are in a 200 lap race using the SuperSpeedway deck. The total lap count is at 57. The next track deck card turned is for 30 laps, bringing the total lap count to 87. The first pit window is at 75 laps so everyone must pit for fuel. The next pit window will be at 162 laps (87+75).
Table 1: Pit Windows
| SuperSpeedway | One Mile Oval | Short Track | |
|---|---|---|---|
| Make Normal Pit Stops Every | 75 Laps | 100 Laps | 125 laps |
| With Good Fuel Mileage Card | Refill Hand Once In Pit Window | Refill Hand Once In Pit Window | Refill Hand Once In Pit Window |
| Green Flag Pit Stop puts you | -1 Lap Down | -2 Laps Down | -3 Laps Down |
6.0 Non Player Drivers (NPD's)
Non player drivers add action and uncertainty to the races and are a good way to add more cars to a race. Only one driver deck is required to run all NPD's but you may use more if you so desire. You must decide whether a NPD is a normal or championship driver before running it. NPD's are treated just like any other driver and they get to perform actions and responses just like normal players. This includes challenges and drafting. NPD's always make the lap count and pit when the race leader does. Table #2 shows how many actions and responses NPD's get to play. Draw the cards from the NPD driver deck one at a time and perform the action if it is applicable. If a card is drawn and it has no usable action, it cannot be used again later in the turn. Draw a card for each response and to resolve challenges. NPD's always get to respond to actions and they always draft with the player performing the action. Champion drivers draw 2 cards for each response and use the better of the 2 cards. NPD's do not get any benefits from the Good Engine Setting, Learn the Track and Good Car Set Up cards. They can change lanes if the first card drawn will only work in the other lane or if they are running alone and falling back. A Two Wide card is normally placed on the left side (inside) unless it is occupied, in which case, it goes on the right. Reshuffle the NPD deck as required during game play.
Table 2: NPD Action/Responses
| Lap Count | SuperSpeedway | One Mile Oval | Short Track | Champion Driver |
|---|---|---|---|---|
| 3 - 12 | 2 | 3 | 4 | +1 |
| 12 - 24 | 1 | 2 | 3 | +1 |
| 30 | 0 | 1 | 2 | +1 |
| Responses | 1 | 1 | 1 | +1 |
7.0 Creating Drivers
These rules allow you to create a driver and improve his/her performance during a race season. At the beginning of a season, you have 4 points to allocate to your driver (see table 3). You can distribute the points in any manner you wish, but you can't go above 3 total points in a category. Each attribute costs 1 point to improve. Use a driver data sheet to create a driver for each season.
Table 3: Driver Creation
| Attribute | 0 points | 1 point | 2 points | 3 points |
|---|---|---|---|---|
| Hand Size | -1 card | +0 cards | +1 card | +2 cards |
| Pole Modifier | -.100 | .000 | +.100 | +.150 |
| Speed Modifier | -.100 | .000 | +.100 | +.150 |
| Out Rating | .350 | .250 | .200 | .175 |
During the season, points are awarded based on how well you finished. Use them to increase the attributes of your driver. Point awards are shown in table 4.
Table 4: Season Point Awards
| Winning a race | 1/2 point |
|---|---|
| Leading a lap | 1/4 point |
| Top half finish | 1/4 point |
| Out of race | Increase out rating by +.015 |
Points are not cumulative during a race. You only get the highest point award. For example, if you win the race, you only get 1/2 point. You do not get the additional 1/4 point for leading a lap or a top half finish.
Out of race results always decrease your out rating but you can still be awarded points. For example, if you were in the lead when you were forced out of the race, you would increase your out rating by +.015 and earn 1/4 point for leading a lap. If you are using the house rule of reducing hand size by 1 for out of race events, you still get the penalty. If you get another out of race event later on, you do not get another penalty.
Points are cumulative between races. In other words, you have to win 2 races to earn a point to spend on an attribute. Once you accumulate a full point, you can increase an attribute. Points cannot be reallocated once they are spent. This means you cannot readjust your points from race to race.
MODIFIERS - The following is a description of how to apply modifiers:
Hand Size - Add or subtract the modifier from the standard hand size as shown in the game setup table.
Pole Modifier - Add or subtract the modifier from the card played when qualifying.
Speed Modifier - Applies only to Challenges. Add or subtract the modifier from speed ratings played when resolving a challenge. Does not apply to any other use of speed ratings.
Out Rating - Use this number instead of the standard out rating of .200 whenever an out rating check is required.
8.0 Rules for Large Races
SET UP - Two lane rules are in effect. Make a race deck by putting the car number and driver name for each player on an index card. This will be used to determine the order of movement. It is shuffled at the end of each turn.
LAP COUNT PHASE - Turn over a track deck card and apply any results if required. If an event card comes up apply using basic rules.
PIT STOP PHASE - All players wishing to make a green flag pit stop must declare so at this time. This must be done before the first race deck card is turned over.
ACTION PHASE - Turn over the top race deck card to determine order of movement. That driver then makes the lap count and plays any actions. Play continues until all race deck cards have been played.
REFILL PHASE - All players refill hands. Reshuffle the race deck and proceed with another LAP COUNT PHASE.
Chase Cards
There are three chase cards to add to the driver decks. The cards in this package are for the second edition colors (pink, dark blue, red and olive). Unfortunately, there are no cards available for the original colors (blue, green, yellow and purple) at this time. You can write the chase card descriptions on the three extra cards contained in the original color driver decks. The following are descriptions for the cards:
NUDGE PASS
This card says it all. You are bumping the car in front of you to get by. This can be a dangerous move if the other driver decides to challenge. It can not be blocked. If a challenge is issued, both drivers play a speed rating (from driver hand or top of driver deck). The highest speed rating wins the challenge. If the difference between the two speed ratings is less than or equal to .100, each driver turns over the top card on his/her draw pile. Each driver compares the speed rating to the table below and takes the appropriate action.
| Speed Rating | Effect |
|---|---|
| > .700 | None |
| .400 to .700 | High In Turn |
| > .100 to .399 | Crash |
The results are independent of the other driver. This means it is possible for one or both players to crash. If a player crashes, turn over another card from the draw pile and consult the table below to determine the outcome.
| Speed Rating | SuperSpeedway | One Mile Oval | Short Track |
|---|---|---|---|
| .100 to .400 | Out of Race | Out of Race | Body Damage. Permanently reduce hand size by 1 and make immediate pit stop. |
| > .400 | Out of Race | Body Damage. Permanently reduce hand size by 1 and make immediate pit stop. | Body Damage. Permanently reduce hand size by 1 and make immediate pit stop. |
A player can DRAFT a NUDGE PASS and will receive the same results as the player he/she followed.
All cars behind an accident must play a pass card to get by the crash. Any player that does not have a pass must turn over a draw pile card and consult the crash table. If two lane rules are in effect, both lanes must play a pass card to get by a crash.
GOOD FUEL MILEAGE
Adds 5 cards to your draw pile in the advanced rules. Allows you to refill driver hand one time in a pit window under expansion rules.
CHALLENGE +.200
Adds +.200 to speed rating when resolving a challenge. It is only good when played and it does not effect subsequent challenges.
Season Table
Use the table below to design a season.
Sample Season Table
| Race Name | Laps | Track Deck | Track Type | Pit Stops | Tire Wear |
|---|---|---|---|---|---|
| Origins 200 | 300 | Short Track | Wide | Windows | Yes |
| Ohio 300 | 300 | One Mile | Normal | Basic Rules | No |
| Sundog 500 | 250 | SuperSpeed | Narrow | Advanced | No |