This page is meant to clarify some of the rules.
Reference: http://boardgamegeek.com/filepage/36953/master-rules-english
| Condition | Rain | Changeable | Sunny |
|---|---|---|---|
| Collision Check | 1-2 | 1 | 1 |
| Engine Check | 1-3 | 1-4 | 1-4 |
| Suspension Check | 1-5 | 1-4 | 1-4 |
This section describes a set of optional rules. All these optional rules are not always in effect. Instead, each campaign defines the set of optional rules in use.
At beginning of race, each player chooses, simultaneously, a wing setting: "normal" or "high down-force". With "high down-force":
When high down-force is in use and a player rolls a die with a result that exceeds the maximum allowed result, the player must re-roll the same die until an acceptable result is reached. Engine and weather checks remain the same, but occur only on the first die roll, as to not change the odds of the event happening.
Wing settings can be adjusted during any pit-stop.
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.
During car construction, construction points can be used to add wrenches to the two initial wrenches given.
During car construction, players are given two extra build points. However, the pit crew (wrenches) is not available unless points are expanded towards its construction. In this variant, more than 2 wrenches can be selected.
If a player elects to perform a fast pit stop (changing tires, only), the player always succeeds in leaving the pit stand, immediately. The player rolls the black D20 and the results are interpreted as follows:
| Roll Result | Distance in Pits |
|---|---|
| 1-4 | 1 |
| 5-8 | 2 |
| 9-12 | 3 |
| 13-16 | 4 |
| 17-20 | 5 |
On long pit-stops, a player gets 1 point of repair for each wrench and for each turn of delay in the pits. The player may elect to spend multiple turns in pit-stop to accumulate more repair points. Those repair points can be used to fix components of the car. However, when the car leaves the pit, repair points not used are lost.
Driver points may be used to re-roll a driver's die roll. Any die roll concerning the driver or his car (including injury die rolls) may be re-rolled. The second result must be accepted and used, even if it is worse than the first result.
Only one driver point may be used per turn, and in one race the maximum number of driver points that may be expended equals the number of laps in that race.
Driver points are awarded during a campaign by achieving certain goals, such as winning or completing a race.
During car construction, points can be used to add driver points. However, driver points gained from construction points can not be carried over to another race, nor can they be repaired during a pit-stop.
During a race, all cars have to used both types of tires: regular and slick. Unless, there is a period of race when there is rain. In case of rain, any tire combination can be used. This forces all the cars to pit at least once, during normal conditions.
Cars are given an extra construction box for engines. However, if one blows an engine, they are penalized in the next race (maybe lose 5 places in next starting grid; maybe lose a wrench; maybe lose the extra construction box).
During any pit stop, all gas boxes available at the beginning of the race are returned, similar to tire boxes.