2013 Formula De Rules
Introduction
This page is meant to clarify some of the rules.
Reference: http://boardgamegeek.com/filepage/36953/master-rules-english
Rules Clarification
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Overshooting cars can not change lane. Overshooting is when a car
finishes the last movement required in a turn outside the specified spaces.
If a another car occupies a square where an overshooting car would go, then
the latter is blocked.
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Move cars that have passed the entrance to pit lane, then those in pit lane,
then those in pit stops, then those on the main track which may still enter pit lane.
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Slicks don't give +1 square when you leave your pit stop. Slicks don't give +1 square
in the rain. Slicks don't give +1 square on second lap they are used. Slicks give -1
square every turn and triple tire losses for overshoots
if used a third lap. Wet tires have double or triple losses in dry or changeable weather.
-
A car can not extend the distance to the next corner unless an obstacle (car or debris)
is in the path.
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If a weather test is called for, it happens at the end of the table round.
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Cars continue to play in round order, even if lapped. This contradicts published rules.
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No debris for elimination due to overshooting.
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A car may spend brakes and tires to avoid elimination from blocking. The maximum number of brakes that
can be used for this purpose is 3. The maximum number of tires that can be used for this purpose
is 3. 3 brakes must be spent before tires can be spent, unless all brakes are used up.
Optional Rules
At beginning of race, each player chooses, simultaneously, a wing setting: "normal" or "high down-force".
With "high down-force":
- 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
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.
During car construction, construction points can be used to add wrenches to the two initial wrenches given.
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.