Game objective:
The winner is the car which crosses the finish line first after completing the set amount of laps.
Game set up:
Each attribute has a minimum of 6 default stat points. Players have an allowance of (TBA) additional stat points to build up attributes on their stat cards.
The starting order is decided before the race begins, this may be done by rolling off the dice to determine order. Players only place their car on track at the start/ finish line once it is their turn to begin.
The board:
Each track consists of:
Green track markers - indicating movement distance
Red track markers - cornering test
Yellow markers - gravel trap
Orange marker - reliability test
Start/ finish line - beginning, lap start & end of the race
Blue markers - pit lane
Game mechanics:
The outcome of various manoeuvre attempts such as cornering and overtaking are decided by a single 6 sided die (D6) roll. Stat points for performance attributes are distributed freely across driver skill and vehicle parameters before the race starts. When stats of an attributes fall below 6 points, a roll must be made to successfully complete a manoeuvre; the number rolled must be equal to, or less than, the number of stat points for that attribute.
Example:
With the stat points indicated on the attribute above, a roll of 4 or less is a successful cornering attempt. A roll of 5 or 6 is a failed attempt and the car runs off the track into the gravel trap (yellow marker zone). While an attribute’s stats points remain at 6 or above the attempt is automatically successful.
Attributes:
Speed - distance the car can move each turn (track markers) .
Tyre wear - reduced by 1 stat point each turn. When tyre wear stats fall below 6 points 1 point is deducted from the driver Corning Skill & Overtaking Skill attributes until the car makes a pit entry.
Reliability - A reliability test roll must be made at the orange track marker on each lap once the reliability stats fall below 6 points. Failing a reliability test puts the car in limp mode (limited to 3 moves per turn) until it makes a pit entry.
Fuel capacity - reduced by 1 point each turn. When fuel is depleted the car runs in limp mode (limited to 3 moves per turn) until it makes a pit entry.
Pit - restores all stat points to original (pre-race) levels.
Cornering skill - probability of a driver successfully cornering. When cornering skill stat points fall below 6, a skill test must be made to pass the corner safely. Failing a cornering skill test lands the car in the gravel trap (yellow track markers). A car may only rejoin the race after passing through the gravel trap.
Overtaking skill - probability of a driver successfully overtaking. When overtaking skill stat points fall below 6 an overtaking test roll must be made to pass the opponent car. Before a car passes another car on track (not including cars in gravel traps) it must make a successful roll to overtake.
If the driver attempts to pass multiple consecutive cars, a roll must be made for each car it attempts to pass. Upon failure of an overtaking attempt the driver stops alongside the car it failed to overtake. On the next round the driver who failed the overtaking roll takes their turn after the driver they attempted to pass.
Overtaking may also be attempted when a car finishes its move equal to or directly behind the car in front of it (“slipstream overtake”). When finishing a move directly behind a car in front, the driver gains no further distance upon failing an overtaking attempt.