Formule Dé Rules
Contents:
Basic Rules
A remark: As long as the following rules do not indicate otherwise
the original game rules remain valid.
Introduction
Formula Dé is a car-racing game with excellent material but with
rules that constantly swerve between a game of chance and an attempt at
true (if simple) simulation. These house rules try to gently shift the
game to the tactical side without claiming to be even near a real simulation.
The principles of the game are explained easily: cars are propelled
by dice, with a different die used for each gear (cars have 6 gears, and
no reverse :-). Corners slow cars down, requiring a minimum number of turns
to pass them, else you suffer tire and brake wear or you even crash. Other
actions and incidents also cause the cars to deteriorate by wear.
Optional rules add realism and tactical elements and allow to run racing
series.
The secret of success is to go through the gears intelligently, spend
wear points tactically (there is no bonus for unused wear points at race
end), and force other drivers to take inconvenient lanes. And of course,
to have that lucky die roll when it's needed...
Preparation for the Race
Perform these step in the order given:
Car Adjustment
Note the available wear points for your car(s) or adjust the car construction
points for the actual length of the race according to the car
construction rules.
Qualifying for Start Positions
The normal qualifying method is to roll the 20-sided die for each car.
The car with the lowest die roll (ties are broken by additional rolls)
gets start grid position 1, etc. Pit assignments
(optional
rule, see there for details) are chosen in reverse order, i.e. the car
at the back of the start grid chooses first.
See the optional rules for another, less
luck-dependent method of start position assignment.
Weather and Tyres
Players may wish to determine weather conditions and/or choose different
tyre types according to their needs (optional rules). Tyres are always
chosen after determining weather conditions. See the optional weather
and
tyre
type rules for details.
Wing Setting
If you use the optional wing setting rule,
players may decide now (simultaneously and secretly, and individually for
each car) whether to use a standard or high downforce setting. Note the
settings on the control panels.
Starting the Race
The 20-sided die is rolled for each car before it may start. On a roll
of a "1" the car has stalled; it may not engage the gear and move in this
turn. It may switch into first gear and move in the next turn without checking
for stall again.
Otherwise, the car may switch into 1st gear immediately and roll for
movement. You're off!
Movement
Cars move in order of position, leading car first. If cars are abreast
and in other special situations, the following points are considered (in
that order) when deciding which car is "ahead" of the other:
-
if cars are in different gears, the car in the higher gear moves first;
-
if tied cars are in different track sections (one in a straight, the other
in a corner), the car in the leading section of track moves first;
-
a car on the inside of the current or next curve moves before a tied car
on the outside;
-
a car on the track section(s) adjacent to the pits moves before any car(s)
in the pit lane;
-
all cars in the pit lane move before any cars stopped in a pit;
-
cars stopped in the pit move in ascending order of movement points neccessary
to leave the pit lane.
The driver of the car rolls the special die for the current gear to find
the base number of movement points which the car will have to expend that
turn. This number may be adjusted by a number of optional effects (e.g.
expending an engine point, taking the benefit
of soft tyres and/or wing
setting), thus determining the car's "voluntary" movement by which
the car is now moved.
All "penalty" movement (due to rain and/or
bodywork damage, etc.) is assessed at one
time based on the car's position when it has completed all of its "voluntary"
movement. For example, a car in the rain with zero bodywork points which
ended its move in the last space of a corner would gain four more movement
points (and have to pay for a four-point corner overshoot) even though
the Bodywork penalty alone would be enough to move the car into the following
straight. Generally, the effects of one penalty cannot be used to gain
a benefit or reduce the effect of a different penalty.
Usually, one movement point will move a car one space. Some tracks may
have "doubled straights", i.e. track sections where each space costs two
instead of the normal one movement point. Movement in a corner always costs
one point per space.
Cornering
In order to pass through a corner without penalty, a car must end its turn
within the boundaries of the corner the number of times specified within
the (yellow) flag. A car may reduce the required number of turns by one,
in which case it pays a penalty in tyre points equal to the number of movement
points it expended that turn beyond the corner boundary; a car loses one
tyre toint per point of overshoot, and a car with soft tyres loses one
additional tyre toint if it overshoots at all. A car which fails to spend
even the reduced number of turns in a corner, or which enters a second
corner without stopping in the previous one, crashes and is out of the
race.
A car spins out if a cornering penalty requires it to expend one more
tyre point than it has remaining. The car loses any tyre points which it
did have, and is faced backwards in its final movement space. Next turn
it is faced forwards again and moves away in 1st gear.
A car crashes and is out of the race if it is required to expend two
or more tyre points more than it has remaining. The crashed car does not
leave
any debris behind on the track.
Braking
A car may expend brake points in order to reduce its number of movement
points, at a rate of one brake point per movement point.
Gear Changes
Cars must start moving (at the start of the race or after a spin) in 1st
gear. For following game turns the gear marker may be freely shifted up
or down by one. Gears are set at the beginning of each game turn by all
players simultaneously, before any cars have moved. Greater upshifts are
not possible, but a car may downshift by a greater amount if it has transmission
points (and possibly brake and engine Points too) available. Skipping one
gear (i.e. shifting down by two) costs one transmission point; skipping
two gears costs one transmission point and one brake point; and skipping
three gears costs one transmission, one brake, and one engine point. It
is not possible to skip more than three gears.
Swerving
A car which has its path completely blocked by other cars must "swerve";
it may optionally make an additional downshift at a cost of one transmission
point per gear immediately before making its movement roll, and then must
expend brake and/or tyre points to use up any remaining unusable movement.
If the car has brake points remaining, three of them (or all remaining)
must be used first to cancel unusable movement, one brake point per movement
point. Additional movement points, up to a total of six, may be cancelled
by expending one tyre or brake point for each. If there is still unused
movement remaining, the car crashes and is eliminated, leaving debris in
its final space, while the blocking car ahead loses one bodywork point.
Rules of the Road
Thou Shalt Not Drive Curly
Lane changes within a corner are allowed as long as they follow the arrows
which are printed within each corner space. A car moving within a straight
must move each game turn in the most direct manner possible from its starting
space to its end-of-turn space; this will generally restrict a car to at
most two lane changes per move on a straight, unless some lanes are obstructed
by other cars. Debris does not block a lane but may also be evaded.
Zig-zag lane changes may not be used in order to move a car fewer spaces
than it would otherwise be able to travel.
Collisions
A car which ends its move within a corner must check for a collision with
each car in an adjacent space. Two adjacent cars each roll 1d20, and a
result equal to or less than the corner number (the number in the (yellow)
flag) indicates the loss of one Bodywork Point for that car. If a car has
lost all its Bodywork Points its movement each turn is adjusted; if it
has already completed the required number of stops within the current or
most recent corner the final movement point is expended without producing
any movement for the car, and otherwise (if it has NOT completed the required
number of stops for the current corner) its move is increased by one movement
point. (Generally this means that a car will lose a space of movement on
a straight, but gain a space in a corner; however a car overshooting a
corner will still have to take an extra space.) A car which is required
to lose a Bodywork Point when it has none left leaves debris in its space
and is eliminated from the race, and if none of the adjacent cars lost
a Bodywork Point in the same check they must check again, with the lowest
roll losing one Bodywork Point.
Optional Chain Reaction Rule: Regardless of the result(s) of the collision
check(s) of the other involved car(s), whenever a car is eliminated due
to loss of Bodywork all adjacent surviving cars make an additional roll,
and the one rolling the lowest loses a Bodywork Point. The process is repeated
(possibly multiple times) if that car also loses unavailable Bodywork Points
and is eliminated.
A car may also receive bodywork damage due to moving into a space which
contain debris. A debris marker is placed in a car's space whenever it
loses a Bodywork Point, takes Engine Damage due to a failed Reliability
check, or is eliminated due to Bodywork damage or Swerving. A following
car which moves into that space must check with a 1d20 roll: a result of
"1" - "4" ("1" - "5" during Rain) means that the car loses a bodywork Point.
As with Bodywork Points, a car with no Points has its movement adjusted
exactly as for the complete loss of Bodywork Points. If both Bodywork and
Points have been reduced to zero, the car's movement is adjusted by two
movement points instead of one. A car which is required to lose a Point
when it has none left is eliminated from the race.
A car's move is not complete until after all collision checks caused
by its move are complete. If its last point of Bodywork or is lost in the
last space of a car's move, it must still immediately make the additional
penalty move.
Car Wear
Principles of Wear
Note that I chose to use "transmission" wear points rather than
"fuel consumption" points (as the category is called in the German rules).
Transmission wear includes the clutch, gearbox and other power train parts.
Also, I do not use the supension points mentioned in some rules variants
as I did not see a sufficient difference to the use of bodywork points.
So, "bodywork" includes chassis, suspension and the actual car body.Cars have a credit of some points of "wear" before they are destroyed
by strain or damage and eliminated from the race. Drivers may (intentionally,
by mishandling or by taking a chance) cause damage to the cars which is
expressed in the expenditure of wear points. If the last wear point in
a category is spent, the car is either incapacitated or loses certain abilities.
Tyres
When driving on soft tyres, all the tyre point penalties are doubled (for
overshooting corners). If you run a second lap without stopping at the
pits for new tyres, the penalties are tripled and the +1 bonus no longer
applies. If you run a third lap without stopping, the penalties are tripled
and the car loses one space of movement on each move. If you drive on rain
tyres during dry weather, all the tyre point penalties are doubled. (see
optional rule: choice of tyres)
Transmission
The transmission can only be damaged by over-revving
(see there).
Engine
There are 3 possible causes of engine wear:
-
If a car's original movement die roll is exactly 20 (5th gear) or 30 (6th
gear), that car may lose one engine point due to excessive stress.
Roll again with the 20-sided die. On a roll of 1 to 4, check off 1
engine point and place a debris marker at the car's position on the track.
-
Engine points may also be lost by over-revving
(see there).
-
A player may voluntarily use up a car's engine points in order to increase
a turn's effective movement die roll. One engine point may be expended
(per turn) in order to increase a movement roll by up to four. Debris is
not
placed
if an engine point is intentionally expended.
When a car loses its last engine point it is destroyed taken out of the
race. It may coast for some spaces if you use the optional veichle
inertia rule or the broken engine rule.
Optional Rules
Slipstreaming
This technique to keep in the slipstream of the car before you
saves power and often gives a chance to overtake the opponent by suddenly
emerging from the slipstream. Slipstreaming requires some minimal speed
to be effective and implies the risk of car collisions because you have
to follow real close.
My slipstreaming rule was inspired by the bike race game Homas Tour
(Um Reifenbreite) instead of the ridiculous original rule.
Prerequisites
A car may use the slipstreaming advantages if it is
-
in the same lane and immediately behind a car that moves in 4th, 5th or
6th gear
-
is in the same gear or one gear lower
Procedure
The other car will now follow in slipstream if there is an empty space
immediately behind the leading car; thus, the leading car may have a chance
to "rub off" his follower by moving immediately before another car or obstacle
and so to frustrate the attempt in slipstreaming.
Possible side effects of slipstream moves (like overshooting corners
and wear) are handled exactly like those for regular moves, separately
for each car.
Risk of Damage
Slipstreaming is not without dangers. Each slipstreaming driver that changed
gears in this turn and all cars adjacent to him at the end of his movement
must make collision die rolls (after the optional die roll). While driving
in slipstream, collisions can occur in straights as well as in corners.
Training Rounds
This is an alternative and less luck-dependent method of determining
the start positions. The method takes some time but also makes drivers
familiar with the circuit.
Each car runs a single lap of the circuit, with no other cars present.
Record the total number of turns needed as well as the total time (real
time) needed. Qualifying is always done in dry weather; the usual choices
of tyres, wing setting etc. are available. Cars may start in any space
behind the start/finish line, and in any gear (flying start). Time measurement
is started and stopped when the car actually crosses the line.
After the car has passed the line again, note the number of turns needed
(including the turns used to cross the line at the start and end of the
round) and adjust them by adding 1 for each full minute of real time needed,
and by 1 for every 2 points of wear spent (anyway no more than six tyres
wear can be spent in any one qualifying lap).
The starting positions are then assigned in order of increasing number
of adjusted game turns used (lowest taking starting grid position number
1). Ties are broken in preference of the car that needed less time to finish
the qualifying round.
No wear is caused by the training round (used points are restored fully
before the race starts). Eliminated cars will starts with four points less
(muletto) and can do another training round with a penalty of two points.
Injured
drivers rules are in effect.
Longer Races
If a race runs for more than one lap you should also use the
optional pit stop rule.
Pit Stops
This rule should be used whenever the race runs for more
than one lap.
Pit Assignment
In races with more than one lap each player has the chance to repair wear
during pit stops. Pits are chosen before the race in reverse starting order,
i.e. the driver starting in the hindmost position chooses first and the
driver in the pole position chooses last. Pits may be chosen regardless
of colour; there is no compulsion to take a pit in the colour of the car.
Players note which pit they have or mark the pit with some token.
The Pit Lane
Cars may enter the pit lane, move in it, and stop at the pit in 4th gear
without any penalty or wear; unused movement points are lost when stopping.
A car entering the lane in 5th gear expends 1 brake point, a car entering
in 6th gear 2 brake points.
The pit lane is "indefinitely wide" and any number of cars may occupy
the same space. Thus, there is no blocking, swerving etc. in the pit lane.
To enter his pit the car simply enters the pit space, stops and is pulled
to the side of the space to indicate that it is inside the pit now.
Repairs
Immediately on stopping, the car has all tyre points restored to the original
value. The driver may also decide at this point to change to a different
type of tyres (soft, hard, wet).
If the driver does not wish to make any more repairs ("fast pit stop")
he then goes back into the race (see next section) immediately, still in
his same turn.
Additional repairs may be done in a "long pit stop". In a long pit stop
the car does not leave the pit in the same turn as it entered. For each
turn of delay a total of 2 repair points plus pit crew points may be spent
on repairs (for example, a car with 1 pit crew point gets 3 points of repair
value in each turn of delay). One bodywork point may be regained for every
2 points of repair value, with unused repair value carrying over into further
turns of delay on the same pit stop. Any unused points of repair value
are lost once the car leaves the pit.
A car that delays for 1 turn leaves in the turn after it entered the
pit, etc.
An eliminated car may never be repaired in the pit, even if it somehow
managed to get there.
Back Into the Race
The driver rolls the 20-sided die and add pit crew points. On a
modified result of 1 to 5 he starts in 1st gear, on a modified roll of
20 or more he starts in 3rd gear and on any other result in 2nd gear. The
first movement point is spent to enter the pit lane space following the
pit, i.e. there is no extra cost for leaving the pit.
Car and Team Construction
By the basic rules, all cars are created equal, with no differences in
construction or endurance between them. This optional rule allows teams
to construct individual cars and enhance the driver's abilities as well
as that of the pit crew. The table shows the standard construction of cars
and the available points for individual construction:
| Category |
Standard
1 Lap |
Standard
2 Laps |
Custom
2 Laps |
Custom
3 Laps |
Remark |
| Tyres |
4 |
6 |
total of 20 |
total of 24 |
max. 6 regardless of race duration |
| Brakes |
3 |
4 |
|
| Transmission |
2 |
3 |
|
| Bodywork |
2 |
3 |
|
| Engine |
2 |
3 |
|
| Pit Crew |
- |
- |
reduces repair time during pit stops (optional
rule) |
| Driver |
- |
- |
allows re-rolling of die, max 6 (optional
rule) |
The use of driver and/or pit crew points is optional and must be agreed
upon by all players.
All cars of a team must have identical attributes, but driver points
and pit crew points may differ. Car attributes may not be changed during
a race series, the same car design must be used on all tracks of the series.
Cars used for a series of races (see campaign
rules) are always constructed in advance for a 3-lap race.
At the start of each race you can change your base car by moving four
points; no category may be reduced by more than one point and no reduction
at all is allowed for driver and pit crew points.
If the race is 2-lap only you scratch points instead of moving.
Driver Points
For each point spent the car is allowed a re-roll. You cannot re-roll on
a re-roll (i.e. you can re-roll for speed and for accident in the same
turn, spending two driver points, but only once for each).
Choice of Tyres
There are three different types of tyres (soft, hard, and wet), and any
one may be chosen for Qualifying, at the start of the race, and at a pit
stop. It does not make sense to use rain tyres if you don't also use the
optional
Weather rule.
In dry weather, hard tyres are "normal", and have no additional benefits
or drawbacks. A car with soft tyres (in dry weather) has the option of
moving one additional movement point each turn, but also loses one additional
Tyre Point every time it receives overshooting cornering penalties from
overshooting. This bonus is not available to a car which has zero Bodywork
or Suspension Points. Soft Tyres also wear out after a single lap; if a
car continues on soft tyres for a second lap it loses the benefit of the
optional point of movement and loses two additional Tyre Points from overshooting
any corner. On a third lap on the same set of soft tyres there is a one
movement point penalty on each move and three extra Tyre Points are lost
if the car overshoots a corner. If wet tyres are used in dry weather, Tyre
Point losses from overshooting a corner and/or Swerving (when the car's
path is blocked) are doubled.
In wet weather, soft tyres have no advantage over hard tyres, although
soft tyres still wear out (with penalties as above) after one lap. A car
with either hard or soft tyres moves an additional three movement points
if it ends its move within a corner. A car with wet tyres moves only one
additional movement point if it ends its move within a corner. The chance
of a collision in a corner and of hitting debris is increased by one in
wet weather (e.g. debris causes Suspension damage on a 1d20 roll of "1"
- 5" instead of "1" - "4").
Wing setting
The "wing" is the system of aerodynamic planes designed to increase
the pressure the car exerts on the track surface, thereby improving the
"grip" of tyres and, accordingly, control over the car. A high downforce
setting increses control but reduces maximum speed due to increased aerodynamic
drag.
A car with high downforce setting
-
if desired, may reduce speed by 1 space for any move that ends in a corner
-
has a maximum speed of 11 in 4th gear
-
has a maximum speed of 18 in 5th gear
-
has a maximum speed of 26 in 6th gear
Weather
Giving the drivers some more things to worry about. As the saying
goes, there's no bad weather- just bad drivers. You should use the optional
Choice
of Tyres rule if you want to introduce changing weather conditions.
Initial Weather Conditions
The weather for a race is determined immediately after qualifying for start
positions. Roll the 20-sided die and compare the result to the weather
ratings for the track (as given on the circuit map).
If the initial weather is dry or rain, the entire race is run under
that condition.
Variable Weather
If the initial weather is "variable", the race starts under "temporarily
dry" conditions.
The weather may change, however: whenever a driver rolls an unmodified
"20" or "30" on gear die he immediately rolls the 20-sided die for
a possible weather change and compares the result to the weather ratings
for the track.
Weather checks continue until two consecutive checks give a "dry" or
"rain" result (you may wish to prepare markers to keep track of the current
weather and the last check result). When this occurs, the weather will
be stable for the rest of the race; no further weather checks are made.
Otherwise, a result of "dry" or "rain" temporarily changes the weather
to that value. A result of "variable" does not change the current weather
but resets the count for the "two consecutive" checks to zero.
Backmarkers
You didn't think that those few player cars are the only ones
that occupy the track, did you? Those others are obstacles in the way of
the leader, so most players should be happy to introduce them.
At the end of a game turn in which the leader finishes a lap, a number
of "backmarker" cars equal "10 minus number of started cars" divided by
2 (rounded down) is placed on the track. These are placed by the drivers
in reverse order of current standing in the race, and must start in the
centre lane at least one track section (straight or corner) ahead of the
leading car.
Backmarkers always use 3rd gear for movement. Backmarkers drive in the
middle lane if possible, but follow the movement arrows in corners and
pass on the outside (of the next corner) in the straights if necessary
to avoid other cars. A backmarker never ends its move in a space which
completely blocks the track (in conjunction with other racing cars and/or
backmarkers), but instead does not move the final space(s).
Backmarkers can cause but not receive bodywork damage, and do not leave
debris. When first placed, backmarkers are considered to be the front cars,
i.e. their movement rolls are made before the race leader moves. Backmarkers
are removed after they have been passed by all remaining player cars as
soon as it is obvious to all that they will have no further effect on the
movement of any player's car. Only backmarkers already thus removed may
be used in the next lap.
Backmarkers play no part in determining finishing positions, regardless
of whether or not they are eventually passed by player cars (i.e. they
are always considered to be many laps behind, even compared to crashed
player cars).
Vehicle Inertia
Cars don't just stop, even if they just broke down. The laws
of physics are against that.
In case of bodywork breakdown the inertia of a car will cause it to
move in the following turn. The car moves a number of spaces equal to the
number of the gear it was in.
In case of engine damage only, if the driver is unable to coast before
the engine locks up completely (on a roll of 1 to 10 on the 20-sided die
plus driver points), the car continues to move in subsequent turns, one
less space each turn, until it stops.
Broken Engine
If the driver is able to coast he can continue moving loosing one gear
each two turns. He can voluntary downgrade gear but can't upgrade anymore.
In any case, the car may stop outside of the track, or in the path of
the other cars if desired. If in the track, it will remain there a certain
length of time before being removed by the course marshals. At the end
of the turn after its elimination (or at the end of the turn in which the
broken car makes its last move, whichever comes last) the car is removed
from the track. Until this moment, the driver may move on the track, and
he may certainly annoy the other drivers.
A car which breaks near the finish line may still finish, perhaps in
the points. However, even if a broken car was able to coast into the pits,
it is not permitted to be repaired.
Time Limit
Formula Dé "simulates" a race which is, after all, a
continuous movement; thus, it should be played fluently. Extended calculations,
pondering and counting of spaces are detrimental to the fun.
If you use this rule, it is forbidden to touch the circuit map, especially
to count spaces. If you want to count you must do this by eyesight alone
(the numbers printed on the track may be useful), keeping your fingers
to yourself or at least in your immediate vicinity (or in other spots openly
or secretly agreed upon with other player(s) :-).
Further, the gear change phase is limited to 10 seconds. You may handle
this more conveniently if you declare that once the first player has changed
gears he counts to 6 (seconds, that is, e.g. "Thousand-One, Thousand-Two,
..., Thousand-Five, Thousand-Stop") and so limits the time for the other
players. Try if players agree with this; if it works (i.e. players do not
try to make a tactic of counting unduly slow or fast) it speeds the game
and also builds up adrenalin.
On "Stop", gears remain in the current position. Extensive upshifts/downshifts
incur the usual penalties, illegal shifts crash the car by transmission
failure.
There is also a time limit for the move. As this is done sequentially,
each player gets an interval of 30 seconds to do his move, starting at
the moment the previous player's move is done and agreed upon as complete
and legal. If movement points are unused at the end of the interval, the
player to the left of the driver decides how they are spent. He is limited
in this only by the provision that he must move the car to cause the fewest
possible wear points, but he may decide which points to spent if there
is a choice.
Keep in mind that this is not meant to be a nit-picking "There! You're
out!" rule but a device to put spurs to players of the "hours later..."
variety.
Cornering Markers
You wouldn't believe until you try how difficult the most basic
bookkeeping can become in the heat of a race.
This is not really a rule but a convenient way to check if the required
corner stops have been made. Prepare a set of markers for each car (5 or
6 counters marked with the name of the team should do) and place a number
of them in the corners ahead of the car, equal to the number of required
stops (1 marker in a corner marked with a yellow "1" flag, etc.).
While the car passes the corner, remove one marker for each stop it
performed. This should end discussions of the "Yes I did", "No you didn't"
type.
Go back to top.
Campaign Rules
These rules allow players to play a racing season as a campaign,
gathering victory points towards the Driver's and the Constructor's Championship
(the constructor being the player).
Series Length
Players agree beforehand on a number of races that must be run in the season.
Each race is run on a different track. Also, players must decide about
the qualifying procedure (which may differ between tracks) and how many
laps shall be run on each of the tracks. All players may participate in
all races if they wish to.
Cars are then constructed before the start of the first race. The cars
may not be altered during the season but the drivers and pit crews may
be assigned different cars between races (in case of drivers, this is important
only if one car was eliminated).
Finishing Results
The first 6 cars to finish a race earn points towards the Driver's and
Constructor's Championships. 10, 6, 4, 3, 2, and 1 point are awarded towards
both championships respectively for the first through sixth-place finishers.
The Driver's Champion is the driver who has won most championship points
in that series. The Constructor's Champion is the players whose cars totalled
the best result. Ties are broken in favour of the driver or player that
has scored the most first place finishes, or second place finishes if there
still is a tie, etc.
After two completed race the driver gets one driver
point. After five races gets another.
Driver Injury
Since the drivers are not as disposable in a series as they
are in a single race it becomes important to keep track of any injuries
they may suffer.
Whenever a car is eliminated from the race the driver must check for
injury immediately. Roll the 20-sided die, add 3 to the result if the elimination
was due to engine damage, and compare the total to the car's gear in the
moment of elimination. If it is less than the gear number, the driver is
injured and a second roll is made:
-
If this roll is less than the gear number (no modifiers), the driver is
severely injured and out of the game for the remainder of the series. Roll
again: if the result is again less than the gear number, the driver is
killed in the crash.
The team cannot bring in a replacement driver or car until the next
race, even if the accident happened in the qualifying rounds.
-
If the roll is equal to the gear number or greater, but less than 11, the
driver has light injuries and misses the next race.
-
If the roll is 11 to 15 (inclusive), the driver misses the next 2 races
due to light injuries.
-
If the roll is higher than 15 the driver is hospitalized and misses the
next 3 races.
If a driver is severely injured or killed the race is stopped after all
cars have had their move in the current game turn. The race ends.
If at least one full lap has been completed by the remaining cars,
victory points are awarded according to their current positions. Otherwise,
the current positions are used to determine the starting positions for
an immediate re-run of the race. The race is shortened by one lap (to a
minimum of 2 laps). Cars restore tyre points but may not change tyres or
repair other damage before the race is restarted.
For killed drivers, all driver points earned by finishing are lost for
good; construction driver points are only temporarily lost. The first driver
points earned by the replacement driver for finishing races become permanent
driver points after each race, up to the number of points the original
driver had been allotted during team construction.
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