Pole Position RULEBOOK English Ks

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rulebook

Please note that this is a draft BETA


rulebook. It may still be subject
to changes and grammatical
and translation errors may still be
present.

Introduction
Pole Position is a strategic motor racing game. In Pole Position you will experience all the real
aspects that can occur in a race of this vibrant sport: Overtaking, Tyre Changing, Pit Stops, Crashes,
Weather Changes, DRS, Safety Cars... and more. You will have to choose your strategy wisely and
adapt it to the racing situations in order to get the maximum benefit.

In Pole Position you will feel all the fun and excitement of motor racing. There is no certain
victory until the checkered flag is waved!
1. Components
A. 1 Double sided board (2 circuits: US & Great M. 1 Lap counter token
Britain) N. 2 Weather tokens
B. 6 Personal dashboards. O. 6 Off-track tiles
C. 6 Cars in 6 different colours P. 5 DRS tiles
D. 30 Cubes in 6 different colours Q. 2 Yellow flags and 2 Green flags tiles
E. 6 Tyre Tokens in 6 different colours R. 9 Event cards
F. 6 Lifespan Tokens in 6 different colours S. 6 Team Skill cards
G. 6 Pit Stop tiles T. 6 Driver cards
H. 14 “Light Breakdown” tiles, 6 “Heavy U. 1 Black die
Breakdown” tiles V. 4 Dice symbolizing the 4 tyre compound:
I. 30 Counters, numbered from 1 to 10 soft (red), hard (white), intermediate
J. 33 Lifespan tokens numbered from -2 to 5 (green) and wet (blue)
K. 12 Qualification markers, 2 different mark- W. 1 Multipurpose die (purple)
ers per player X. 18 extra tokens ( 6 Engine tokens, 6 Brake
L. 24 Tyre compound markers,4 different tokens and 6 Skill tokens)
markers per player Y. 18 Stress tiles
Z. 1 Rulebook

2. Game Setup
This section describes how to set up the game:

• Select the circuit (A) you wish to play and leave it


at the center of the table.
• Place the Lap token (M) on box 1 in the Lap
Counter track (3).
• Create a supply with DRS tiles (P), Off-track tiles
(O), lifespan tokens (J) and counters (I).
• Prepare the Event Card deck following the circuit
description.
• Define the weather conditions: A random One random player rolls the black dice
player must roll the black die three times: The and gets 3,4 and 2. The first token is
intersection (column,row) of the first two die rolls set in the intersection of (3,4) of the
determines in which cell of A the first “weather main grid, the second token is set in the
token” starts. The second weather token starts at number 2 of the track.
the cell of grid B determined by the third roll. The
race weather condition is always determined by
the position of the weather token of grid A.

2.1 Player setup


Each player takes a dashboard (B) and chooses a colour. They take a car (C), four cubes (D), the Tyre
token (E) and the Tyre Lifespan token (F) of his colour. Each player takes a Pit Stop tile (G), 4 different
Tyre compound markers (L), 2 different Qualification markers (K).

Each player must place a cube (D) on the cells with a “7” in “Brakes” (1) and “Engine” (2) tracks in
their dashboard tracks. In the same way, each player places a cube on the cell with an “8” on his skill
points track (3).

Each player must choose a Driver card and a Team Skill card if you’re using Driver and/or Teams rule
(see Drivers and Teams).

-2-
1. Weather Panel

2. Position Track

3. Lap Track

4. Pit Stop

5. Pit lane entry

6. Pit lane exit

7. finish line

8. DRS line

9. Safety Car line

1. Brake Points track

2. Engine Points track

3. Skill Points track

4. Tyre in use indicator

5. Tyre lifespan boxes

6. Tyre in use Lifespan


track

7. Breakdown boxes

8. Stress indicator

Let the Grand Prix begin!

-3-
3. sequence of Play
A Pole Position race consists on 4 phases:

1. Qualification

2. Race Start

3. Rounds

4. End of the race

Before finishing the race, every player must make a pit stop, those players who do not
will be eliminated.
3.1. QualificAtion
As in any Grand Prix race, the classification to decide the starting order (qualification) plays a very
important role. Starting from the first position (“Pole Position”) can be essential to win the race.

The qualification consists of 3 rounds that will determine the order of the starting grid. Before starting
each of the rounds, each player picks up his two Qualification indicators.

Players play 3 rounds in a 6-car game, 2 rounds in a 5-car game and 1 round in a game with 4 or
fewer cars.

In each round players must follow exactly the same mechanism.

3.1.1 Round 1 (Q1)


You must skip Q1 if you play with 5 or fewer cars.

All players (with no specific order) roll the black die and record each roll, putting a cube of their
colour in the “Position track”, as shown in the example below. Then, all the players at the same time
and secretly, use the Qualification indicator to decide if they want to spend one Driver Skill Point (SP)
to make 2 “extra die rolls” or they prefer to pass. Once all players have selected what they want to do,
all Qualification markers are revealed.

A. Players must select this tile if they want to reroll the


black die again twice (spending one driver skill point).

B. Players must select this tile if they don’t want to reroll


again the die.

Those who have chosen to spend one driver skill point, reroll the black die again twice and decrease
the driver skill point by one in their dashboards. If any of the new rolls is better than the one recorded,
players must update the position track.

The one with the lowest score must start the race in the last position, while the others
will go to Q2. In case there is a tie, the player who has the lowest “One Lap Skill” value
in his card will begin the race in the last position. In case players have decided not to
use driver cards, ties are resolved randomly with a die roll.

Finally, all players who pass to the next round must spend a SP from their tracks.

-4-
The red player rolls a 2, the blue one rolls a 3, the The red player (only him) decides to spend one SP
green and orange roll a 4, the yellow one a 5 and the and rolls the black die twice, getting 1 and 5. He
grey one rolls a 6. If none of them decide to roll the must record the best roll between the initial die roll
dice again, the red player, who had the lowest score, and those extra die rolls: 2,1 and 5. Best one is 5,
would be eliminated from the Qualification. we put the red cube on the 5 box and the blue car
All the players but the red one would pass on to Q2. would be eliminated

3.1.2 Round 2 (Q2)


You must skip Q1 if you play with 4 or fewer cars.

Proceed in the same way as in the previous round to


determine the player who starts in the penultimate
position. For the players who are participating in this
Q2, the rolls obtained in Q1 will not be taken into
account.

Finally, all players who pass to the next round


must spend a SP from their tracks.

At the end of the Q2, the grey player is eliminated


and will not pass on to Q3

3.1.3 RoUnd 3 (Q3)


Proceed in the same way as in the previous rounds, except that in this case the goal is not to
eliminate any player, but to determine the starting order, according to the obtained results.

The red player has the Pole Position and starts the race in
the first position. The green and yellow players are tied, so
they roll the black die to determine who of them go first.
The yellow player rolls a higher value than the green one, so
he gets the second position and the green player the third
position. The orange player gets the fourth position.

-5-
3.2. Race start

3.2.1 Setup

Depending on the result of the qualification, players


must place one of their coloured cubes on the
position track corresponding to the position they
have reached at the end of the qualification. They
will also place their car on the circuit at the starting
grid position (marked with a “]”) , which they have
obtained in the qualification.
Players must be located in the starting grid according to the
qualification.

3.2.2 Tyre selection


All the players must take their 4 tyre compound
markers at the same time and choose one of
them secretly. The kind of tyre selected has to be
used at the start of the race. After all players have
selected their type of tyres, they must reveal them
simultaneously. Then, players can update their
dashboard consequently.
The yellow car plans a conservative strategy and chooses the
hard tyre to start the race. The player places his “tyre in use”
token on the hard tyre on his dashboard and he also puts the
tyre in use lifespan token on the value 4
3.2.3 Race start movement

It consists of 3 rounds; in each round each player must roll the purple die and count the cells
obtained in the rolled die. In each round, players must follow the current standings to determine
the order. That is if player A overtakes player B in round 2, then player A will roll before player B, in
the round 3.

If car A ends its movement in the same row of spaces as car B, car A doesn’t overtake car B (See
5.Overtaking).

The following exceptional rules apply to these three rounds at the start of the race:

● Players should have take into account the dashing lines at the start of the race, during the first
lap.

● Players may move diagonally until they reach the first curve.

● Overtaking is allowed and there will be no “fight for position”.

● Weather conditions cannot be changed so there is no need to have a weather roll.

As for the rest of the race, the turn order may vary and must be updated at the end of each round.

Note: Dashed lines on the starting straight line are only used during the first lap, they will no
longer be used during the race.

-6-
During the start of the race the blue car rolls the dice and
gets a 4,. During the first 3 rounds it is allowed to move
diagonally and to overtake without having to fight for
position, so it takes advantage of overtaking the yellow
car. See that all the cars must take into consideration the
dashed lines during the first lap.

3.3. Rounds
This is the main part of the race where players move their cars until all the cars have completed the
number of laps indicated in the set up.

Moving a car is explained in detail in the movement section (See 4.Movement).

During each round all players move their cars forward. In each round all the cars must be moved.
Each round takes place as follows:

1. The race leader updates the weather forecast (See 8.Weather Conditions).

2. In descending order of the position track (that is, first the player who is the leader, second the
player who is in second place etc..). Each player rolls the tyre die according to the type of tyre
he’s using (red, white, blue or green die), he obtains movement points based on the die roll and
he moves his car forward using those points. Every time a player crosses the finish line, he must
apply wear to their tyres, by decreasing the tyre in use lifespan, as follows:

Tyres in use Sunny Light Rain Heavy Rain

Soft/Hard -1 -1 -1

Intermediate -2 -1 -1

Wet -3 -2 -1

3. Players must update the position track when an overtaking occurs. This means:

● On straight sections, one player is ahead of another if his car, no matter which lane it
is in, is ahead. If two cars are tied, i.e. in the same row of cells , the order is not
altered; it remains the same as it was in the previous round.

● At corners, the order of the players is determined by counting the number of cells
remaining in their lane to the beginning of the next straight stretch. In case of a tie
between two players, the one who is in the outermost lane will go first.

● Pit stops. If a player passes the finish line while there are other players in the pit stops or
in the pit lane exit, the first player overtakes them.

-7-
The standings at the start of the round are as follows:
blue, yellow, red and green. The round just ends as
the image shows. The green car has not overtaken the
red car because it’s not ahead in the straight, the red
car was ahead at the start of the round, so it keeps its
position. The yellow one has 3 cells remaining to finish
the corner, the same as the blue one, but being located
in an outermost lane , the yellow car overtakes the blue
car, exchanging their positions in the position track.

3.4. Finishing the race

The race ends when all cars cross the finish line on the last lap. The order in which the line is crossed
will determine the final positions, no matter how many cells are left once the finish line is crossed.

4. Movement
This is the main section of the game, make sure you read it carefully.

Each circuit track is divided into three lanes, one middle lane and the two outer lanes. Adjacent
lanes refer to the middle lane and one of the outside lanes. Some circuits (or some parts of the
circuits) can have only one or two lanes.

In every player’s turn, the player must roll the die according to the tyre type he is using (see Tyres).
For example: the player should roll the red die if
his car is using soft tyres. The player moves his car
forward the number of spaces obtained in the die
roll, we call this movement points (MP). There is no
mandatory use of all the MP obtained in the die roll.
The player rolls a 9 but he spends only 7 MP.
4.1 Repeat a roll
A player can spend one skill point (SP) to repeat a tyre roll or a race start roll with the purple die.
This process can be carried out several times as far as the player has SP left. At the end, the player
can choose his best roll among the ones he has rolled.

Note: Skill points are used in many situations during the race,
at the end of the rules there is a summary of all these situations.

4.2 Corners
A corner starts in the row of cells that follows the “double
arrow” and ends with the row of cells where the last shaded
cell is.

Cars can move forward from one cell to any other which
shares some part of its perimeter.

-8-
In this example the green car can move to cells 1,2
and 3 because they share its perimeter with the cell in
which the car is located. However, it cannot move to
cells 4 and 5 even if they share their perimeter because
they are behind the current cell.

The driver can spend up to 3 skill points (only 2


in rainy conditions) to get MPs in corner areas.
This should be done before or after spending
the MP of the tyre roll, but never in the middle.
Every SP spent gives you one extra MP but it
can only be used in corner spaces. This
forward movement is compatible with the use
of engine forcing (see straights) and/or braking

.
The green car ends its movement at the beginning of
the corner. It spends 2 SP to get 2 MP extra in a corner
area.

4.3 Racing line


In addition, cars that have passed through the double-arrow box get the racing line, and they
can move forward from that space to the first shaded space, and from this shaded space to the
next one. However, a car cannot move from one shaded space to another if there is a car between
them.

The purple car is at the racing line because it passes This time the purple car is not at the racing line and
through the double arrow cell. This lets the car move must spend 12 MP to draw the curve. This movement
from one shadowed cell to another one, spending is correct, but it is more efficient to pass over the
only 5 MP to trace the entire corner. double arrow cell and get the racing line.

Note: If a car that is at the racing line and leaves a shaded box, loses his position at the racing line.
To recover the racing line, it must return to a new shaded cell.

-9-
The red car, after moving 2 cells, leaves the racing line
(because he moved to a non-shaded cell) to overtake the
yellow car. After fighting for position (with success) the car
needs to move to a shaded cell to recover the racing line.
(This happens in 5).

4.4 technical corners


Technical corners differ from the rest because they are delimited by two red lines. If the player
on the corner leaves the racing line (out of the shaded boxes), he does not get it again even if
he returns to a shaded box. In other words when a car loses the racing line (by moving to a non-
shaded space) you can ignore all the shaded spaces till the end of the corner.

The purple car gets 12 MP and starts its movement by


passing by the double-arrow cell and getting the racing line
of the technical corner (in red).
See that in (2) the car must leave the racing line in order to
overtake the yellow car. He does it and moves to (3), and
a fight for position occurs. Even if the purple car wins the
fight for the position, the car has already lost the racing line
(because it is a technical corner). So from now on, he can
not go from shaded to shaded cell.

4.5 Straights
A straight is the range of track starting in the row of
cells following the last shadowed cell of the previous
corner and ending in the row of cells (inclusive)
where the“double arrow” cell is.

The cars can only move forward or laterally on


straights (never diagonally) with the following
exceptions:

● At the start of the race

● When overtaking

- 10 -
4.6 engine forcing
On his turn, a player can decide to spend one engine point to force the engine of his car, to do that
he must spend one engine point from his dashboard. The player can move his car forward up
to 3 cells (2 in rain conditions). All these cells must be in straight areas. Players can force the
engine before or after using their MPs of the tyre roll but never in the middle of the action.

If a player decides to force the engine twice in the same turn, he must spend 3 Engine Points instead
of 2. Engine forcing cannot be used 3 or more times in one single turn.

Players cannot force the engine on the pit lanes (entering or leaving) nor during the 3 first rounds
(race start rounds).

Once the red car has moved, spending all his MPs, the player can
spend an engine point to get 3 extra MPs If he wants to advance 3
additional cells, he should spend 2 extra engine points.

4.7 braking
Braking can be done when the player’s car is on the double arrow cell or 1-3 spaces before the
double arrow.

Brakes can not be used if the car is inside a corner


area., unless the car is located in the last space of the
corner. In that case the car can use brakes in order to
enter the next corner.

By using the brakes, the player can move his car forward up to 3 cells (2 in rain) by spending one
brake point (BP). Players can force brakes before or after using the MPs of the tyre roll, but never in
the middle of the movement.

If a player decides to force brakes twice in the same turn, instead of spending 2 BPs, he will spend 3
BPs. Braking may not be used three or more times in a single turn.

Players can force brakes and force the engine in the same turn.

Brakes cannot be used on pit lane (entering or leaving) nor during the 3 first rounds (race start
rounds).

- 11 -
At the beginning of his turn, the red player makes his tyre
roll and gets 11 MPs. Before using those MPs, he decides to
spend 1 engine point so the car advances 3 cells. When he
finishes his movement he realises that he is only 2 MPs away
from the double arrow cell. As he meets the condition, he
spends one brake point to advance 3 additional spaces. If
the car was located on the double arrow cell, he could still
force braking to move 3 additional spaces.

4.8 off-track
If a player rolls 9 or more in the tyre roll when the weather conditions are light rain
(See 8. Weather Conditions), or rolls 8 or more when the weather conditions are heavy
rain, automatically he goes off the track. If this happens:

● The driver will move forward 4 cells instead of the MP obtained in the die roll, then he must
place the off-track tile next to his car. Any other car is now able to overtake him and pass over
his car like the car was out of the track.

● In the next turn, the driver will move forward another 4 cells and then he must remove the off-
track tile; furthermore, any other car will be able to overtake him by passing over him, but they
will not be able to finish their movement on the same cell as him. It is understood that in this
second turn, the car is returning to the track.

The weather is light rain. The blue car has soft tyres In the next round, he doesn’t have to roll any tyre die
and gets 10 MPs on the tyre roll. As it has obtained The player must remove the Off-Track tile and the car
more than 8 MPs, it only advances 4 MP, goes off moves 4 additional MP.
the track and places the Off-track tile next to his car.

4.8.1 Avoid off-track exits


The player can spend one skill point to reduce in one the MP rolled in the tyre roll, in order to not
to exceed the limit set for track exits (see Weather Conditions). There is no limit on the number of SP
that can be used for this purpose in a single turn.

- 12 -
The weather conditions are light rain, the green player
rolls 10 MPs. Being higher than 8, it would cause the car
to go off-track. To keep the car on track, the green player
decides to spend 2 SPs, so the initial 10 becomes 8 and
moves forward 8MPs

5. overtaking
During the movement, the player must stop his car if the next cell to move to would imply overtaking
an opponent. This is when a fight for the position occurs. See that when the car stops there must be
at least one Movement point to count, if there was not any, the overtake did not take place.

While overtaking a collision can occur, so both cars are assuming this risk.

First of all, the defender (the car that is overtaken) decides if he allows the attacker to overtake.
Normally the defender will not allow the attacker to pass him, but in some circumstances he can
choose this option, in this case the overtaking takes place and the attacker moves the remaining
spaces.

If the defender doesn’t allow the attacker to pass, a “fight for the position” occurs. This is an auction,
where both players can bid to see whether the overtaking takes place or not. If the attacker (the
player trying to overtake) wins the auction, the car can continue its movement, if not (the defender
wins the auction) the attacker must stop its movement and loses the remaining movement points.

5.1 fight for position

A fight for position consists in an auction where each player can spend Skill Points to win it.

Initially, both players, starting with the player who is trying to overtake (attacker), roll the black die. If
both players obtain the same die roll (before applying any die roll modifier) a collision
is produced and the overtake doesn’t take place (see Colissions), both cars remain in the cell
they were just before starting this process. In any other cases, the fight for position continues.

If the attacker has more than 2 Movement Points unused (remaining movement points), he must
apply the following die roll modifiers:

Unused MP Die roll modifiers


3 +1
4 +2
+4 +3
The player who loses the roll (the defender if the attacker rolls higher, or the attacker if the defender
rolls higher), can modify the die roll by bidding SP, each SP increases the die roll by +1. So based on
this new result the “current loser” can bid SPs again to beat the opponent (increasing the die roll).

During the auction a tie will make the defender win.

- 13 -
Repeat this bidding procedure until one player passes. Then, if the attacker has a higher roll,
overtaking takes place; if not, the attacker stays in the cell he was before starting the bidding. Once
the bidding is finished, it is time for the winner of the auction (defender or attacker) to reduce the
SPs he has bidden from his dashboard. See that the loser doesn’t spend any SP.

There is no limit to the number of SP a player can use for this purpose, as long as he has enough SPs
in his dashboard.

The green car has 9 MP, the player At this moment the green player has The green player spends all the
moves his car until reaching a total of 3 and the yellow player a skill points he has used during the
the yellow car (cell 6), taking total of 4. So the “loser” is, by now, the bid (2). The yellow player does
advantage of the slipstream (See attacker, who has to decide between not lose any SP as he has lost the
5.2.1 Slipstream). The fight for to bid again or to pass and decline the fight for position, whereas the
position begins and both players overtake. The green car increases its green car has to spend 2 SP in his
roll the black die. The green player bid by 2 and at this moment is winning dashboard.
rolls a 2 and the yellow player rolls the fight (5 versus 4). So it is the turn
a 4. There is no collision because for the yellow player to decide if he
both rolls are different. The green wants to bid. The yellow player prefers
car still has 3 MP unused so his roll not to keep bidding and gives up the
is increased by 1. position. The green car can continue its
movement using the 3 MPs he has left.

5.1 Overtake in a straight


Case 1: If the attacker is moving in one of the
outside lanes, he can overtake a defender who is
driving in the other outside lane without doing a
fight for position. See that in this case the attacker
overtakes leaving a “free” lane between him and The red car moves to the left lane because he
the defender. doesn’t want to be adjacent to the yellow car, doing
so, he can overtake without fighting for position.
Case 2: The attacker overtakes using the lane
adjacent to the lane where the defender is
located. In this case the attacker moves until
it is parallel to the defender (2), then, the
defender must decide whether he leaves the
attacker to pass or start a fight for the position.
If the defender declines to fight, the attacker The red car moves along a lane adjacent to
continues its movement and overtakes the the yellow car. Once it reaches the yellow car,
defender. Because the overtake is produced on it stops the movement (cell 2) to try a fight for
a straight line, the attacker can move diagonally position. If he had lost the fight for position he
to the first space once he has overtaken. would not move to 3…4. In this case he wins
the overtaking and can advance diagonally to
cell 3 and continue his movement.

- 14 -
5.2.1 Slipstream
If the attacker is on a straight and he passes through the cell located just behind the defender, the
attacker takes the slipstream from the defender. The attacker’s next move can be made diagonally by
placing his car parallel to defender’s car.

This time the red car is located just behind the yellow
car to get the slipstream and begins the overtaking by
moving the car in parallel diagonally.

5.3 Overtake in a corner

Overtaking in a corner is quite similar to overtaking in a straight. The attacker can avoid the fight for
the position auction if he overtakes by a lane not adjacent to the defender.

Case 1: If the attacker is driving in one of the


outside lanes, he can overtake a defender who is
driving in the other outside lane without fighting
for position.

The red car has the racing line and moves through the
corner using only the shaded cells. When paired with
the yellow car at cell 2, it is not on an adjacent lane. It
continues its movement and overtakes the yellow car
without any fight for position.

Case 2: If the attacker tries to overtake moving


through a lane adjacent to the defender, the
overtaking will begin at the moment that the
attacker’s box is next to the defender’s but without
exceeding it. The defender decides whether to
start a fight for position or on the contrary let the
attacker ahead.

The red car starts its movement but has to stop in cell 1
because in cell 2 it will have already overtaken the yellow
car. The yellow car decides not to fight for position and the red car can continue its movement to cell 2.

If the attacker has the racing line and the defender is blocking the next racing line space. The
attacker must temporarily abandon the racing line and stop in a cell next to the defender to fight for
the position. See next illustration.
The blue player rolls a 9 in the tyre roll. He starts its movement
and enters the corner through the double arrow cell. It finds the
green car in the next shaded box that prevents it from passing.
If the blue car wants to continue with his movement it must go
off the racing line to reach the green car and try overtaking it. It
moves to cell 5 leaving the racing line and pairs with the green
car to start a fight for position. If the attacker wins the fight for
the position action, the blue car can recover the racing line at
cell 7 and continue until cell 9. If the player had lost the fight for
position , it would stay behind the green car at cell 5.

- 15 -
5.4 MULTIPLE OVERTAKING
Sometimes a player overtakes several rivals at the same time. In the specific case in which the two
players to be overtaken are parallel in a straight zone:

a) If one of the defenders occupies the middle lane,


the attacker must fight for the position only against
this player, in other words, the attacker fights with
the car he is adjacent to. If the attacker manages to
overtake him, he overtakes both rivals at the same
time.
The red car only fights for position against the purple car.

b) If the attacker is trying to overtake using the


middle lane and there are 2 cars in the adjacent
cells (see picture below), he must fight for the
position against both of them, and he should
defeat both of them, one by one. First, he must
try to overtake the car that is in the last position,
if overtaking has succeeded, then he must try to
overtake the second car. If at any time the attacker
fails any overtaking, the player’s turn ends. The red car must fight for position with the two cars.

5.5 LAPPED PLAYERS


If a player is lapped, i.e. reached by the player in first position, he is eliminated from the race. A “fight
for position” does not need to take place, it is enough if the race leader simply overtakes the player
in last position during his turn. If the last player is in the pit stop when the race leader also enters,
he is not considered to be lapped. However, if the last player is in the pit stop when the race leader
passes the finish line, he is eliminated from the race.

6. tYRES
As explained in previous sections, players use the tyre roll to move their cars. Players must select
the initial type of tyre at the beginning of the race (See 3.2.1 Tyre Selection). They can change the
type of tyre every time they make a pit stop (See 7. Pit Stops).

Players should select the type of tyre based on many criteria like: Position, strategy, future weather,
state of the current tyre etc…

Lifespan (in laps) 2 4 6 6


Die Red White Green Blue
Light Heavy
Weather Dry Dry Rain Rain

The tyre roll die will determine how many cells the car can move. Dry tyres (soft and hard) have
higher values than wet ones (intermediate, wet). However, if it is raining and the car is racing with
dry tyres it can go off the track.

- 16 -
To keep track of everything related with tyres, players should use the left
side of their dashboard, where you can see the following information:

“Tyre in use” (1), this refers to the type of tyre the car is using at this
moment. In the illustration we can see that the car is using hard tyres
(white). Just next to the tyre type, on the right, we see “the lifespan in
number of laps” (2) this information is printed on the dashboard. In the
illustration we see that hard tyres (white) have a lifespan of 4 laps, while the
soft ones have a lifespan of 2 laps.

As the car starts to move, tyres wear out, so we need to keep track of how
many laps the car can do: the “Tyre in use lifespan track” (3) keeps
this information in the dashboard. See that (3) must be decreased every lap
during the race, everytime the car crosses the finish line. See that when the
car is using a new tyre, (2) and (3) must be the same number.

Finally, when the car makes a pit stop to change tyres (for example from
hard tyres to soft ones after 3 laps), we need to record how many more
laps the hard tyres can still do in case the player needs to use them again
in the future. In other words, the remaining laps: Tyre lifespan (4). In the
example we set the “1” number in (4). Hard tyres can do 4 laps but in this
case 3 laps have already been done, and only one more lap is left for those
tyres.

6.1 Tyre Lifespan

When a player crosses the finish line on each lap, he must decrease his Tyre in use lifespan. If the
Tyre in use lifespan reaches the -1 position, all his tyre rolls must be reduced by 1. If the car crosses
the finish line again, the player must decrease his Tyre in use lifespan again down to -2 and from
then on, all his tyre rolls must be reduced by 2.
Note: If a player makes a pit stop, he must decrease the Tyre in use lifespan as well before
changing to new tyres.
The player has just crossed the finish line, The Tyre in use lifespan token is moved
from the 1 to the -1 (in red) position.

If the player crosses the finish line again without changing the tyres, the “Tyre in
use lifespan” token will be set to -2 and 2 MPs will be subtracted from his tyre rolls.

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6.2 Tyre blowout

When the tyre in use lifespan token gets the -2 position, a possible blowout can occur. The player
must perform a blowout roll every time he moves his car using the black die after doing the tyre roll
and moving his car. If the blowout roll is “1”, the car will suffer a heavy breakdown. Then the player
must put a heavy breakdown token on his dashboard (applying his effect from now on). When this
happens no more blowout rolls have to be done.

● Wet tyres cannot blow out.

● The player does not have to do a blowout roll if his car is in pit stop, but when his car is at the pit lane entry
he must do it.

● In a “fight for the position”, Blowout tyre modifies the black die roll by -1.

● If a player is off-track he doesn’t have to do a blowout roll.

A player has the “Tyre in use lifespan” He moves his car normally and after He rolls a 1, so he must get a heavy
at -2 position. In his turn, he rolls the doing that, he must perform the breakdown token and apply it in the
red die and gets 11 MP. blowout roll. next turn.

7. pit stops
The degradation of tyres and weather conditions will force players to consider changing their tyres
for new or more suitable ones. It is vital for your strategy to choose the right time to enter the pit
stops, evaluating the loss of time versus the advantage of having new tyres.

Pit lane entry (1) and pit


lane exit(2) have blue
dashed lines, these divisions
are only taken into account
if the weather is light or
heavy rain.

- 18 -
7.1 Pit entry
If a player gets enough movement points to pass the first zig zag line of the pit lane, he will move
his car directly to the pit box of his colour. He spends only the MPs needed to move his car to his
colour pit box and follows the next steps:

● Takes an MP counter equal to the pending MPs and places it over his pit box.

● Updates the tyre in use lifespan track decreasing as many lifespan points as if the car was crossing the finish
line.

● Places his pit stop tile showing “STOP” face up over his pit box.

● Recover 3 Skill Points.

Once these steps are done, the turn of the player ends.

The blue car decides to enter the pit The blue player places his car in
to change its current soft tyres for his box and places the pit stop Remember that once the car enters
the hard ones. The weather is dry tile showing the STOP face. In his the box players have to wear tyres by
so the car has to ignore the dashed tyre roll, he has rolled 10 MPs, he decreasing the “tyre in use lifespan”
lines in the pit entry lane, he needs 5 has spent 5 MPs to enter the pits. so, in this case, as weather conditions
MP to cross the zig zag line. Now he has to track the unused 5 are dry, the player reaches the -1
MPs. To do that, he takes the 5 MP position of the tyre in use lifespan
counter and places it in his box. track.

Note: In the pit entry lane overtaking is not allowed.

7.2 Staying in Pit stop

A player who places his car in the pit stop must stay there two turns. In other words, in addition to
the turn the car entry the pits, it must remain in the pits 2 additional turns.

On the first turn (that is the next turn after the car has entered the box):

● Flip the pit stop tile from “STOP” to “FIRST” (first gear) face up and tell other players which set of
tyres you have decided to put on.

● Remove your used tyre: Find a lifespan counter with the same value indicated on the tyre in use
lifespan track and place it on the tyre in use lifespan box.

● Select the new tyre: Place your tyre token into the desired new tyre and place the tyre in use
lifespan token in the value shown in the tyre in use lifespan Box.

● Repair a Breakdown if any, by flipping any Breakdown tile to each green face.

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In this turn the blue car flips the pit First the player has to “copy” the
stop tile showing up the “1st” face. value of the tyre is use lifespan track
(A) to the box of the “tyre in use” on The player decides to choose the
the right (B) in order to keep track hard tyre, placing his tyre token in
of the state of the tyre, in case the the corresponding tyre in use box
player decides to use this tyre again (A). Place the lifespan token in the “4”
in the future. position of the tyre in use lifespan (B)
track because the tyre has 4 lifespan
points track(C).

On the second turn:

Remove the pit stop tile showing “GO!” face from the board.

Note: If any player decides to change tyres again during this second turn (maybe because the
weather conditions have changed) do not remove the pit stop tile (keep it as “First”) and spend an
additional entire turn in boxes.
In this round the blue player removes his pit stop tile so in the
next turn he can leave the pits. If he changes his mind on the
next turn and wants to use another kind of tyre, he must put
the pit stop tile showing FIRST and change his tyres.

7.3 pit exit


Once he has spent two turns on pits, place the car before the second zig zag line of the pit lane, roll
the purple die to determine the MPs.

The player adds the MPs obtained in the previous roll to the remaining MPs he had left when he
entered the pits. It starts its movement from the first box of the pit lane exit, after the second dotted
line. When the player returns to the race he will not be able to cross the thick boxes line.

Note: Along the pit lane exit , overtaking is allowed and a “fight for the position” process must be
carried out .

- 20 -
The blue car is exiting the pit and the player rolls a 4 in the purple die.
Add this MP to the remaining 5 MP from the pit lane entry. Now he
moves his car 9 MP starting immediately after the zig zag line. Note that
it is not allowed to cross the thick boxes line.

8. Weather Conditions
During the race weather conditions can be: Sunny
(dry race), light rain, or heavy rain. These conditions
may vary during the race and can significantly affect
the tyres you are using.

Two grids and 2 tokens determine the weather (A and


B).The race weather condition is always determined by
the weather token of grid A.

8.1 Weather Forecast Update


At the start of each round (See 3.3 Rounds), players must see if the weather conditions change or
not with a Weather roll. If the purple die roll does not contain a circle, none of the weather tokens
are moved. If the purple die roll includes a circle, players must move forward the second weather
token (in B). If that weather token is on the last cell and the weather roll is a circle, then the second
weather token (in B) is moved to the first position in the track on the right (numbered with “1”) and
the weather token of grid A must move forward one cell. Players must then apply the new weather
conditions (the one shown in A) immediately. If the token of grid A reaches the last cell of the grid,
the next movement will be at the first space of grid A.

The Weather token is in a sun cell: During At the start of the next round, the Weather
this round players will enjoy sunny weather roll is a circle, this means that the token in B
conditions as it is in a yellow zone. must move forward in the grid. It is located
in the last cell, so the token on the track is
moved to position 1 and the first weather
token is moved to the next cell; the new cell
is in a light blue zone, changing the weather
conditions to light rain.

- 21 -
9. events
An event is revealed every time we get a “!” sign in the purple die when we take a weather roll and
the leader gets a “!” sign in his roll. In this case, we take the first card of the events deck and the
corresponding effect is applied. The card is then removed from the game.

If the event revealed is addressed to a single player, it must be determined which player will
undergo this event. Players throw a black die, and the player with the lowest score will undergo
the event. If there is a draw, players with the lowest score will keep throwing the dice until the tie is
broken.

If the event implies the loss of a motor point or a brake point and the player affected cannot discard
it, the player will be immediately eliminated from the race.

If players want to increase the frequency of events in the race, they can modify it by replacing the
“!” sign for the circle in the die.

Note: If a breakdown affects a player who is in the pit stop, he may repair it setting his pit stop tile
to “STOP”.

10. Collisions & Breakdowns


When 2 or more players involved in an overtaking roll the same number in a fight for position (See
5.1 Fight for position) before applying any die modification, this overtaking does not take place
and a collision occurs. In order to evaluate the damage caused, each player, in the position track
order, takes a collision roll using the black die, and must apply the result using the following table:

Score 1 2 3 4-5 6

Damage - -1 -1

Once all the players have taken a collision roll, all the players in the position track order can decide
to do again a collision roll spending one SP and immediately they must select which roll they select.

The green car has 9 MPs and it Because of the collision , the green The yellow player decides to spend
reaches the yellow car. The player car loses all the remaining MPs. Each a Skill Point to repeat the collision
tries to overtake the yellow car in cell player makes a roll collision. The roll. This time, he rolls a 6 which is a
6, taking advantage of the slipstream. green rolls a 2 and must lose one heavy breakdown. The player must
The fight for position starts and both Brake Point. The yellow player rolls a choose between the two results
players roll a 4. This causes a collision. 4 and suffers a light breakdown. obtained and he decides to choose
Although the green car has 3 MPs the light breakdown. The player
left which would increase the die places a light breakdown tile on his
roll by 1, this has no effect to avoid dashboard.
collision.

- 22 -
When a player has to lose one engine point or one brake point and has no available points, he will
be out of the race.

When a car suffers a breakdown (light or heavy), the player must take his corresponding
breakdown tile and must place it with the green face down in the breakdown box on his
dashboard.

If a player suffers a heavy breakdown, from now on, every tyre roll must be reduced by 1 MP until
the breakdown is repaired. Light breakdowns do not affect the tyre roll result.

A breakdown can be repaired in the pit stop, at the same time when the tyres are replaced. When a
breakdown is repaired, flip the corresponding breakdown tile showing its green face but keep this
tile in the dashboard, don’t remove it.

Breakdowns have a damage value regardless if they are repaired or not, light breakdowns have a
value of 1 breakdown point and heavy breakdowns have a value of 2. A car can only withstand 3
breakdown points. If at any time that value is exceeded, the car is eliminated, no matter whether
the breakdowns are repaired or not.

Heavy breakdowns have a value of 2


Light breakdowns have a value of 1 breakdown points, repaired or not. It
breakdown point, repaired or not also subtracts 1 MP of the tyre roll

When a car suffers a second unrepaired breakdown of any kind, the car is eliminated from the race.

Note: In the case of a collision in a multiple overtaking, all three players must perform a collision
roll to find out the damage they have suffered, even in the case that only 2 of them are fighting for
position.

10.1 Yellow Flag

When a collision occurs during an overtaking attempt in which one of the players suffers any kind
of damage, a yellow flag appears in the race.

● If the collision has taken place in a corner zone, the yellow flag is placed at the beginning of the
corner sector (the row of boxes following the double-arrow one) and the green flag is placed at
the end of the corner sector where the collision has taken place (the row of the last shaded box).

● If the collision has taken place in a straight zone, the yellow flag indicator is placed at the beginning
of the straight sector (the first row of cells after the corner zone) and the green flag indicator is
placed at the end of the straight zone (the row of cells of the double-arrow before the next
corner).

In the area delimited by the two flags, overtaking is not allowed during this round and the next
one. After playing those 2 rounds, both flags are removed and the race continues as usual.

Note: Every round starts with the first player turn and ends with the last player turn.

Note: If the Safe car is released, the yellow flag rule is not applicable.

- 23 -
10.2 Safety Car (SC)

When on a collision roll both players suffer a light breakdown or heavy breakdown”, the safety car
is released and the turn is interrupted. In this situation the race will be resumed according to the
following:

1. Roll the purple die four times and apply its results.

2. All players must move their cars forming a row of cars, one behind the other, behind the SC Line: if
performing this movement, the car crosses the finish line, the car must decrease the tyres in use lifespan
token.

3. In position track order, each player decides whether he wants to take a pit stop or not (to change tyres,
repair damage etc…). If the player decides not to make a pit stop, he keeps the position he has in the
position track. If the player decides to make a pit stop he will be overtaken by all the cars that decided not
to take a pit stop. In other words, all the cars that decided not to make a pit stop will be at the beginning of
the queue and all the cars that decided to make a pit stop will be at the tail of the queue. Both segments
will keep the standings as they were before the SC appeared. The cars that caused the collision (if any) will
go at the end of the queue (also keeping the order).

4. Update the Position track and move forward the lap counter one position. Please also note that:

● If the lap counter exceeds the last lap number, the race is over. In any case, the two players who caused
the collision will be in the last positions.

● If this means that the counter reaches the last lap number, the race will only have the stretch from the
SAFETY CAR line to the finish line.

● This lap does not affect the tyre lifespan.

There was a collision between the Maintaining the current race order, The blue player decides to enter
purple car and the yellow car when all the cars are placed behind the SC the pits (to change the tyres) so
the purple car was trying to overtake line except for the cars that caused he places his car at the end of the
it. In the collision roll both players the collision, (yellow and purple). In queue. As no more cars enter the
suffer a breakdown, the purple one a the current order all the cars must pits, the yellow and purple cars are
heavy breakdown (6) and the yellow decide whether or not to enter the placed at the end, following the blue
one a light breakdown (4). This pits. car, keeping the order before the
situation causes the SC to appear. collision.

- 24 -
11. drs
When a player crosses a DRS line during his car movement and finishes his movement at a
maximum of 1 MP away from any of the cars that precede him, (or they are in the same row of cells,
but he is in a position behind), he gets the DRS benefit and must put the DRS tile next to his car as
reminder. In the next turn he can add 2 MPs to the tyre roll, then he must remove his DRS tile.

The use of DRS has the following considerations:

● The car can not activate DRS from an off-track car.

● If there is a collision, during the next turn, all involved cars cannot activate DRS, even if they had
not suffered any damage.

● Players can use the engine or brake points in the same turn.

● DRS cannot be activated in rain conditions (light or heavy) .

● DRS cannot be activated the first turn after the release of the Safety Car

The red car crosses the DRS line and ends its turn 1 MP away
from the green car. The red car can enable the DRS, takes the
DRS tile and places it next to the car. On the next turn the red car
can add 2 MP to the tyre roll.

12. stress
There are some kinds of situations that affect the driver during the race, especially when he is the
leader. Those situations affect his mental concentration and prevent him from doing some actions.

We will use the stress tiles, numbered from 1 to 6 to track each driver stress level, being 1 the lower
stress level and 6 the higher stress level.

Drivers start with a stress level of 0, that is with no tiles. Every time a driver gets a new stress level,
he must take the new stress token.

In the middle of the race a driver has a level 2 of stress if he


increases the stress he must take tile number 3 leaving token
2 in the reserve.

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12.1 Consequences of the stress
Level 0 (no tile): No consequences.

Level 1: No consequences.

Level 2: Drivers can not use both engine and breakpoints in the same turn.

Level 3: Drivers can not use any skill point in any fight for the position.

Level 4: Drivers can not use neither engine nor break points.

Level 5: Drivers can be overtaken with no auction.

Level 6: Driver must reduce the stress in his turn (this is mandatory) and get the 5th level.

Note: All the penalties are accumulative, so if a driver has level 4, he must apply levels 2 and 3 as
well (level 1 has no consequences).

12.2 how to get stress


Drivers must get a new level of stress in the following situations:

1. The driver with the Pole position must start with level 1

2. When a driver tries to overtake and he fails his attempt.

3. Everytime the driver is involved in a collision.

4. Everytime the leading car crosses the finish line, he gets 1 stress point. In the last 2 laps the
leading driver gets 2 stress points instead.

5. Every time the car behind gets DRS.

6. If any car finishes just one step behind the leader, in this case the leader will get 1 stress point.

7. When a car stops in the pits being the leader.

8. At the moment the car crosses the finish line, if the car overtakes the leader who is in the pits.

IMPORTANT: A car cannot get more than ONE stress level per player turn.

For example, If one car gets the DRS, 5 and 6 are met, but in this case the driver only gets one stress
point.

12.3 How to reduce stress


A driver can reduce a maximum of one stress lever per turn. To do so he must reduce 3 MPs in the
dry tyre die roll (red and white dice) or 2 MPs in a wet tyre die roll (green and blue dice).

Remember that a driver with a stress level of 6 must do this action in his turn

Example: One driver with stress level 4 rolls the die and gets a 9; he decides to count 6 (instead of 9)
and reduce the stress from 4 to 3. He takes the corresponding stress token (3 token) and leaves the
3 stress level token next to his dashboard.

- 26 -
13. custom settings
This is an optional rule that needs the agreement of ALL players before starting a race.

13.1 At the start


Before starting the race, just after determining the weather, each player must split 14 points
between engine points and break points. So different combinations can be: 7 Engine points + 7
Break points. 10 Engine points + 4 Break points. etc…

In case players decide to put + 12 points in one resource, they must use a second cube in the same
track to indicate it.
The player has decided to start the race with 13 Engine points.

13.2 IN THE PIT STOP


Every Pit Stop players can swap one brake point and one engine point,

Example: One driver with 4 brake points and 3 engine points, decides to make a pit stop, at the
same time he chooses the new tyre, he decides to swap those points, finally he continues the race
with 3 brake points and 4 engine points.

The player has swapped 1 Engine point by 1 Brake point..

14. Drivers & Teams


During setup, players may decide to choose a driver, a team, or a combination of both.

Drivers have a specific skill called “skill in one lap”. This skill is used as an element to break ties in the
qualifying rounds. In case of a tie in a qualifying round, the driver with a higher skill is the winner. If
the tie persists, players keep using the black die until the tie is broken.

See Appendix Drivers & Teams

- 27 -
15. World Championship
This mode normally consists of 4 races, although players can decide to change this number at the
beginning of the game.

In the first, second and third race each player receives points according to the results obtained as
shown in the table below:

Position 1 2 3 4 5 6 DNF
Points 10 8 6 5 4 3 0

In the last race, points will be as follows:

Position 1 2 3 4 5 6 DNF
Points 15 12 9 7 5 3 0

The winner will be the player with more points at the end of the last race. In case of a tie the
winner is the player winning the most Grand Prix.Iif the tie still persists then the player with the
most second places etc…

15.1 Engine points rules (OPTIONAL)


If a player ends a Grand Prix with 0 engine points, that will affect the next Grand Prix setup. He will
start the remaining races, reducing by 1 the car starting engine points. If the same player finishes
again another Grand Prix with 0 engine points, he will start the remaining races reducing the car
starting engine points by one.

At the start of a Grand Prix before Q1, Q2, and Q3, a player can decide to change a damaged
engine, in this case, he must start at the end of the starting line and must reduce by 1 the driver
skill points.

A player can not damage his engine for a third time. He must change it compulsorily.

Note: If the personalised set up is used, values at the beginning of the championship can not vary
and a minimum of 3 engine points shall be taken.

15.2 Constructors Championship


Every team is formed by two players, although each player will play with his colour, the team must
choose one pit stop colour and both cars must use this colour. If one member of the team arrives at
the pit while the other member is there, the first one must wait until the other car exits the pit.

Overtaking works as explained in the standard rules. Remember that one player can decide not to
fight for the position and leave the other player to overtake him.

At the end of the four races, the team with the most points adding up points from the two drivers
of the team, will be the constructors champion. In case of a tie, the constructor that has obtained
more victories will be the winner, if the tie persists then the constructor with the most second
places etc…

- 28 -
16. Variants
16.1 No eliminated drivers
During the race, situations arise where drivers/players are out of the game.In order to avoid that,
some alternative rules may be applied.

● If a player gets a breakdown and his car cannot hold any more breakdown points, he must enter
the pit box for repairs. From that moment, any other breakdown he might have will make him go
back to the pit box.

● If a player must lose a brake or an engine point when he hasn’t got any left, he is not eliminated
from the game. He must make a pit stop. If he loses brake or engine points again, he will have to
enter pit boxes compulsorily.

16.2 long duration race


We strongly suggest to play the number of laps indicated in each circuit. Anyway for those who
prefer to spend more time playing the game, they can use this variant applying the following
changes:

● The race has 12 laps.

● Each player starts with 12 engine points, 12 brake points and 15 skill points.

● A car can withstand up to 4 breakdown points.

● If the safety car appears, the lap counter token advances 2 positions instead of 1.

● The climate advance grid has always 6 positions.

- 29 -
17. bots
The main purpose of the bots is to increase the number of cars in the race. Bots are an optional
rule, and players most agree on it before starting the race. The game box contains 6 different bots
(six cards).

In order to identify the bot with the corresponding miniature, each bot card has a different
background colour.

In the bot card you can see:

A. Speed progress track in dry weather E. Decision table to do a pit stop


conditions
F. Die roll modifier for qualification
B. Speed progress track in wet weather (Q1,Q2,Q3)
conditions
G. Movement points at the start of the race
C. Base Movement (3 turns)

D. Tyre in use H. Die Modifier in overtaking

17.1 Setup
Before starting the race, players decide how many bots they are going to use.The total number of
cards must be 6 or less.

● Players choose among the available bot cards. We suggest matching the colour of the car with
the background colour of the card in order to identify each car with the corresponding car.

● Players must put one cube in each bot at the start of the speed progress track . The colour of
the cube must be the same colour of the card background.

17.1.1 General considerations


● Every bot has 1 set of soft tyres and an unlimited number of the rest of the tyres sets.

● In every pit stop, there is no need to track how many laps the replaced tyre still has, because
every pit stops the bot will put a new set.

● Bots do not bid in the fight for the position, only the initial bidding.

● Bots are not affected by collisions. No need to do a collision die roll.

● Bots are never affected by events: Breakdown or loss of engine and brakes points.

- 30 -
17.2 QUALIFICATION
To do each qualification round, follow the standard rules of the game.

Bots will never do extra laps to improve the qualification results.

The final value in each qualification round will be determined by the sum of one black die roll and
the “die roll modifier for qualification” (see 6 in the bot’s card).

If two or more bots are tied and the end of the qualification round, determine the order in a
random way (die roll). If a bot (or bots) is tied with a human player, the bot always goes first.

Example: We are in the first qualification round, the human player, gets a 4 in the black die roll, meanwhile then
bot gets a 3, being the final value 5, so we must add the “die roll modifier for qualification” (in this case +2). 5 is the
final value, as the bot will never do any extra lap to improve previous results. Now the human player must decide
whether he wants to spend a driver skill point to improve the initial 4, as he would do in a game with no bots.

17.3 UPDATE weather FORECAST

The leader of the race must do a weather die roll; in the same way he would do in a race with no
bots. If the leader was a bot, any other player could do the weather die roll.

If the die roll is a “O”, besides advancing the weather, players must advance the “speed progress”
(see 1 and 2 in the bot’s card). The speed progress cube never moves back. If the cube reaches
position 6, next move must be to position 1.

17.4 MOVEMENT

Before starting the race, once the starting grid has formed. Both, human and bots, must choose
the tyre compound (as in the race with no bots). Once human players have decided the tyre
compound, bots must select it, as it is explained in section 17.7.

Once all the cars have a kind of tyre selected, race starts, see next section.

- 31 -
17.4.1 Race start (3 rounds)

In each starting turn (only 3), each bot has the number of movement points indicated on its card
(7).

During these three turns, bots will be able to move diagonally (like any other player). The first bot
movement point must be used to move towards the lane that has the “double arrow” in the next
corner, this is to facilitate the bot to take the racing line in the next corner.

If the bot meets another car in its path, it will move diagonally to catch up with it. Once overtaken
(if this is the case), it will return to the lane containing the double arrow in the next corner.

17.4.2 race Movement


This is the movement to be done during the race, once the 3 first round are finished.

The turn order is the same as in an standard race.

In every bot’s turn, first, players must calculate the total Movement points to be spend in its
turn. To do this add the base movement points (see 3. In the bot’s card illustration), to the extra
MP depicted in the current position of the “Speed progress track” Be sure to take the extra MP
corresponding to the current weather condition (that is 1. or 2. in the bot’s card). This total
movement points must be used by the bot during its turn.

See that the base movement points will depend on the compound the bot is using.

The bot with the card on the left, is at the 4th position of the speed
progress track, weather is dry, and it is using soft tyres. So total MP are 14
(11+3).

Note: From the total MP obtained, you must subtract the MP corresponding to the tyre lifespan
token in case the bot has a negative value, see 17.6 (if any, just like in a race without bots).

The bot will move applying the same rules as the players, but considering the following criteria:

17.4.2.1 Straights movement


Bots must spend its first MPs in each turn, to move towards the lane that contains the double
arrow in the next corner, in other words, bots are moving to prepare the next corner taking the
corner’s racing line.

If the bots meet another car in front (located in the same straight area), the bot will try to overtake
it, as long as it meets the conditions for overtaking (See 17.5.Overtaking). If the bot doesn’t have
enough MPs to overtake it will stay behind the other car.

17.4.2.2 Corners movement


● In corners bots must trace the racing line.

● If bots get the racing line (by passing through the double arrow) and meet a car that avoid it to
move, the bot will try to overtake that car, as long as it meets the conditions for overtaking (see
17.5.Overtaking).

- 32 -
● If a bot leaves de racing line, he will spend the next MPs to recover it, that is moving to the
closest shaded box.

IMPORTANT NOTE: bots can always recover the racing line, no matter if they are in a technical
corner (red ones).

17.5 Overtaking

17.5.1 Overtaking between bots and human players

Bots will try to overtake human players, as long as they have enough MPs to do so (just like
they would in a race without bots), but, they will also try to overtake, whenever they finish 1 MP
behinds any human player car. To do this, bots will gain as many MPs as they need to overtake
Normally from 2 extra MPs (straights) to 4 MPs (corners). In other words, bots increase the MPs as
many MPs as they need to complete the overtake.

Overtaking process is like the process in the game with no bots: bots get a value adding the “Die
modifier in overtaking” (depicted in the bot’s card) to a black die roll. The human player must get at
least this value to avoid the robot to overtake him.

If the humas is trying to overtake a bot, the human must exceed the result obtained by the bot (die
+ modifier).

Important: The bot never places any bid other than the starting bid.

If both (human and bots) roll the same value (before applying any modification) then overtake
doesn’t take place (as it happens in the game without bots) and the human player must do a
collision die roll (like in the standard game). If the human player gets heavy breakdown (in the
collision roll) players must see if the SC is released by doing a black die roll, getting 1,2 or 3 the
safety car is released.
A bot ends its movement The bot gets a 3 in the black
in a straight area, just 1 die roll and increases this value
MP behind a car (human with “Die modifier in overtaking”
a car), in this case, the bot giving a final value of 5 (3+2).
would need 2 extra MPs to Then the human player rolls
overtake that car. The bot the black dice and gets a 4, he
automatically gets those spends one skill point which
2 extra MPs, it spends the allow him to tie with the robot.
first MP to move next to the In this case, because the human
human car, then the bot will player is the defender, the
try to overtake the human human wins the auction and the
car, if it succeeds it most overtake does not take place, the
count the remaining MP. bot doesn’t move anymore.
Remember that bots can never overbid.

17.5.2 Overtaking betwen bots


Between bots, overtaking occurs as long as they have movement points to complete it, in this case
they never receive any extra MPs. Overtaking is done without bidding, and the attacker always
overtakes the defender with no auction. Before completing the overtaking, the purple dice must
be thrown twice. If you get the following combination “!” + “!” there will be no overtaking and the
Safety car is released using the standard SC rules. This does not imply any damage to the bots, but
they will be placed in last position (as indicated by the general rules) for having caused the Safety
car to release.

- 33 -
If the overtaking takes place, the attacker will continue its moving with the remaining MPs. If the
overtaking occurs in a corner, the bot continues its movement and try to get the racing line as
soon as possible.

17.6 Apply wear to bot’s tyres


Every lap a bot crosses the finish line, it must apply wear to its tyres, by placing the corresponding
lifespan token next to its card.

a bot using hard tyres, is completing its second lap (still not
finished it), it is wearing hard tyres, so it has a lifespan token with
the value “3”, it crosses then finish line and the lifespan tokens
must be replaced with another one with the “2” value.

Do not apply wear to the bot tyres if it us using the wet one (blue).
Bots have as many sets of hard tyres intermediate as they need, so every time they do a pit stop,
bots can put a new set of those types. But they only have one set of soft tyres, so once they used
the soft tyres, they cannot use them anymore.

17.7 INITIAL TYRE SELECTION


Before starting the race, human players must choose the kind of tyres they are going to use at
the beginning of the race. Once they have decided it, every bot determines its initial kind of tyres
based on the following:

● If in dry weather (weather marker is in a sunny box) and the weather marker is 3 or more steps
away from any kind of wet weather (light or heavy).

» If its start position (in the grid) is 1st, 2nd or 3rd. Roll the black dice, getting 1 it will select
hard tyres, otherwise it will select soft ones.

» If its start position (in the grid) is 4th, 5th or 6th. Roll the black dice, getting 1 it will select
soft tyres, otherwise it will select hard ones

● In light rain or when the weather marker is less than 3 steps away of light rain, it chooses
intermediate tyres.

● In heavy rain or when the weather marker is less than 3 steps away of heavy rain, it chooses
wet tyres

Once every bot has selected the kind of tyre, put the corresponding tyre lifespan token next to its
card, to indicate the life of the tyre.

17.8 PIT STOP


Let’s check first if the bot will do a pit stop, then we will see what kind of tyres it will put.

17.8.1 A bot Will do a pit stop when:


● It is about to put the Tyre lifespan token with value -1, then roll the black die, getting 1,2 the bot
does a pit stop

● It is about to put the Tyre lifespan token with value -2, then the bot does a pit stop, no need to
roll any dice.

- 34 -
● Every bot has a “Decision table to do a pit stop” which determines whether it entries the pit
stop or not based on the weather panel. The first column indicates how many steps are left in
the weather panel to change to a different weather type, and the second column indicates the
black die rolls needed to do a pit stop.

During its turn, the bot (blue car) has the Players must look at the “Decision table to
possibility to enter the pits. Looking at the do a pit stop”, they can see that to enter
weather panel we can see that soon, in 2 the pits a roll between 2 and 5 is needed.
steps, the weather will change to sunny. A player rolls the black die and gets a 5, so
the car will do a pit stop this turn.
17.8.2 Tyres selection
a) If the bot is using soft tyres:

1. If the weather panel is 3 or less steps away from light rain, the bot selects intermediate tyres.

2. If the weather panel is 3 or less steps away from heavy rain, the bot selects wet tyres.

3. If 1 and 2 are not met then If wear is about to become negative or is already negative the bot
selects hard tyres.

b) If the bot is using hard tyres:

1. If the weather panel is 3 or less steps away from light rain, the bot selects intermediate tyres.

2. If the weather panel is 3 or less steps away from heavy rain, the bot selects wet tyres.

3. If 1 and 2 are not met, then If wear is about to become negative or is already negative the not
select hard tyres.

» If the bot has not used the soft tyres before, the soft tyres are selected otherwise the bot
selects the hard tyres.Si no tiene neumáticos blandos: escoge duros.

c) If the bot is using intermediate tyres (the following conditions are applied in order)

1. If the weather panel is 3 or less steps from dry weather:

» If the bot still has not use its set of soft tyres, then then black die is rolled, getting 1 or 2 the
bot selects soft tyres, otherwise it selects hard ones.

» If the bot has already used the set of tyres, it selects hard ones.

2. If the weather panel is 3 or less steps away from heavy rain, it selects wet tyres

3. If 1 and 2 are nor met, it selects a new set of intermediate tyres.

- 35 -
d) If the bot is using wet tyres:

1. If the weather panel marker is 3 or less steps away from dry weather

» If the bot still has an unused set of soft tyres, a player rolls the black die, getting 1 or 2 the
bot selects soft tyres otherwise it selects hard ones.

2. If the weather panel is 3 or less steps away from light rain the bot selects intermediate tyres.

Note: Do not apply wear to wet tyres

Note: Bots have unlimited number of hard, intermediate and wet tyres sets.

Once the new tyre is selected, take the corresponding tyre lifespan token to indicate the number
of laps this tyre can do. For example, using a new set of hard tyres take the tyre lifespan token with
the “4”.

17.9 PIT EXIT


Bot`s pit exit will be done in the same way it is done in the standard rules, making a purple die roll
and applying the remaining MPs.

17.10 off-track
To see if a bot is out of the track when it is using a dry tyre in rainy conditions, it will roll the purple
die and apply then results in the following table.

Soft Hard Intermediate Wet


Light rain Keep in track Keep in track
with a die roll of with a die roll of
6 !. 5 or 6.
Heavy rain Off track Keep in track Keep in track
with a die roll of with a die roll of
6 !. 5 or 6.

The off track procedure is the same that in the standard rules with no bots.

17.11 SAFETY CAR


If the SC is released, the wear of the tires and the weather will be updated according to the
standard rules. Then, the bots will decide if they have entered the pits according to the new
situation and based on the conditions in 17.8.1.

17.12 Events
Bots are never affected by events

- 36 -
18. appendix
18.1 Events
Light breakdown: All players Heavy breakdown: All
must roll the black die; who players must roll the black die;
rolls the lower value gets a light who rolls the lower value gets
breakdown tile. In case of a tie, a heavy breakdown tile. In case
resolve it using the black die. of a tie, resolve it using the black
die.

Safety Car: Start the Windy Weather: Update


procedure described in the the weather panel to the next
Safety Car section. weather condition

Engine damage: All players


Brakes damage: All players
must roll the black die; who rolls
must roll the black die; who rolls
the lower value has to lose an
the lower value has to lose a
Engine Point. In case the player
Brake point. In case the player
hasn’t enough points he will be
hasn’t got enough points he will
eliminated from the race.
be eliminated from the race

18.2 drivers
Driver: Patrick Scheffler Driver: Ralph Fischer

He can recover up to 3 skill He has 4 skill tokens . He can


points in his first pit stop. use for:
• Get 1 MP when tyres are in
-1 or -2.
• Repeat a blowout roll.

Driver: Paul Wallace Driver: Arnaldo Silva

In the fights for position he has Under light rain conditions he


a +2 die advantage when trying goes off track if he gets more
to overtake. than 9 MP (instead of more than
8).

- 37 -
Driver: Adriene Piaget Driver: Samuel Martin

In fights for position, he has a He earns a +1 lead when he


+2 advantage on the die throw repeats a qualifying session and
when defending. during the start of the race.

18.3 Teams

Team: Moerani
Team: Red Dart If he enters the pit in the same turn as his rivals, he
+2 Engine Points. overtakes them at the pit exit, and he earns 3MP
when he exits the pit.

Team: Subiko Team: Hurricane


+2 Brake Points. In the pits you can recover +1 Brake or Engine Point
and you get an extra movement point at the start.

Team: Dikla Team: Boostep


+1 Brake Point. It can stand an extra breakdown point.
They can re-roll the collision roll and are not affected Collisions cannot cause serious breakdowns and it is
by major breakdown events. not affected by punctures or breakdown events.

- 38 -
18.4 CIRCUITS

BRITISH GRAND PRIX

On this British track, long straights are the


protagonists. Make the most of the 2 DRS
zones to get closer to your opponents
before the changing weather spoils your
strategy.

Prepare the Event Card deck with the


following cards:

● Light breakdown (x4)

● Heavy breakdown (x1)

● Safety car (x1)

● Windy weather(x2)

● Engine damage (x1)

● Brakes damage (x1)

USA GRAND PRIX

We are facing one of the most demanding


circuits for single-seaters. The heat will
prevent us from demanding 100% from our
car. In this circuit there is a greater chance
that the safety car will appear, which could
be decisive for the final outcome of the race.

Prepare the Event Card deck with the


following cards:

Light breakdown (x4)

Heavy breakdown (x1)

Safety car (x2)

Windy weather(x1)

Engine damage (x1)

Brakes damage (x1)

Once the setup is finished decrease one engine point and one brake point from your dashboard.

- 39 -
18.5 use of driver skill points
1. Reroll a tyre die or the black die at the start of the race (many times) (See 3.2.3 Race Start
Movement / 4.1 Repeat a roll).

2. Adavance +1 in corners (see restrictions) (See 4.2 Corners).

3. Pay bids in a fight for position (See 5.1 Fight for position).

4. Reduce by 1 the tyre roll die (many times) in rainy conditions (See 4.8.1 Avoid off-track exits).

5. Reroll the black die once in collision roll (See 10. Collisions & Breakdowns).

19. faqs
movement
Do I have to count all the spaces obtained in the die roll? No, you can count up to 3 less than the
obtained in the die roll. This stop is not related to braking and does not require to spend any brake
point

Can a car move diagonally? Only at the start of the race (first 3 rounds) and when overtaking
adjacent to a rival (slipstream).

Can a car in the last space of a corner force the engine? Yes, as long as all the new new spaces
moved with engine points are part of the straight

If the car is in the middle of a corner (not the last space of the corner) can it use brakes or force the
engine? No

Can I use brakes if the car is in the double arrow space? Yes

Can I use a SP to get one MP in the corner? Yes, as long as you don’t start in the last cell of the
corner, because every new space entered must be a corner space.

Overtaking/Collisions
I am overtaking, using the outer lane. My car is adjacent to car B, and car B is adjacent to car C.
What happens if there is a collision? All three cars must roll the die to see damage (even the car not
involved in the overtaking).

I am overtaking using the middle lane and I have 2 cars, one on each side. Can I overtake both cars?
Yes, you need to do 2 overtakes, one with each car, first with the car that you are behind in the race
order, if you overtake with success, you must update the standings and start a second auction with
the second car.

How do I know I have already overtaken a car in a corner if I am not using adjacent spaces? You
must count the number of spaces till the end of the corner, the lane with fewer spaces goes ahead
of the other, in case of tie the car in the outermost lane goes ahead.

When I check the damage in a collision, Can I reroll the die several times? No, only once and apply
the lowest die roll, the player cannot choose between die rolls.

Do I overtake a car that is in the pit stop box or in the pit stop exit lane? If you cross the finish line,
you automatically overtake every car that is in the pits or in the pit exit lane, so next turn you play
before them.

- 40 -
Tyres
When do I have to reduce the tyres lifespan? Every lap you cross the finish line and in pit stop
(before changing to new tyres)

Can I use the SP several times in one turn to reroll the tyre dice? Yes, as many as you can.

DRS
Do I have to stay one space behind another car to get DRS? No, the car needs to stay one
movement point behind. For example, in corners one space is not the same as one MP.

Start of the race


Are the dashed lines of the main straight taken into account only in the first 3 rounds? Not exactly,
they must be considered during first lap, so if a car has ended the first 3 rounds but is still in the
main straight, he must consider the dashed lines

Weather
If the leader of the race forgets to roll the purple die and the next player plays his turn, the weather
will stay the same as it was in the previous turn. In any case, any player can remind the leader of the
race to roll the purple die, before the next player roll his tyre die

Corners and straights


What is a corner? Corner starts in the row of spaces next to a double arrow and ends with the row
of spaces with the last shaded box.

What is a straight? All the spaces between corners. The double arrow is part of the straight.

What is the difference between normal and technical corners (red)? In both corners you have to
go through the double arrow to take the racing line, but in red corners, if you lose the racing line of
the corner, you can not recover it.

Off-track
An off-track player who enters his box using his 4 MP, will continue the pit entry procedure in a
normal way and take the chip corresponding to the remaining amount of MPs. But as in the rest of
the track the car can be overtaken without rolling any die in the pit box entry lane.

Braking
To establish the distance to the cell with the double arrow, the diagonal movement when
overtaking another car shall be taken into account on the straight.

Pit Stop
Do I recover engine and brake points at pit stops? No, the general rule is that you only recover 3 SP

Safety Car
In the SC line, if car A was involved in the accident that causes the SC to appear, and has not made
a pit stop, whereas car B (not involved in the accident) has made a pit stop, which car goes first in
the SC line? B, all the cars involved in the accident go to the end of the line, no matter whether they
have made a pit stop or not.

- 41 -
Contents 20. index
1. Components..............................................................................................2

2. Game Setup.................................................................................................2

3. sequence of Play.....................................................................................4

4. Movement...................................................................................................8

5. overtaking.............................................................................................. 13

6. tYRES..........................................................................................................16

7. pit stops...................................................................................................18

8. Weather Conditions............................................................................ 21

9. events........................................................................................................22

10. Collisions & Breakdowns ...........................................................22

11. drs.............................................................................................................25

12. stress......................................................................................................25

13. custom settings..................................................................................27

14. Drivers & Teams....................................................................................27

15. World Championship........................................................................ 28

16. Variants.................................................................................................29

17. bots.......................................................................................................... 30

18. appendix.................................................................................................37

19. faqs......................................................................................................... 40

20. index........................................................................................................42

- 42 -
RNAL
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Credits
Designer: José Joaquín Bernal
Artists: Ruth Pérez, Dossom studio
Publisher: doit games
Graphic Design: Dossom studio, Gonzo Brios, doit games
Copyright 2022 Doitgames Distribución SL
Rambla del Poblenou, 59 4t - 1a, 08005 Barcelona (Spain)

www.doitgames.com

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