October 6, 1995

- Driver Points:
- -one Driver Point for ONE driver, usable once per race, costs 1 Construction Point
- Brakes:
- -one car Brake Point costs 1 Construction Point
- Bodywork:
- -one Bodywork Point costs 1 Construction Point
- Engine:
- -one Engine Point costs 1 Construction Point
- Suspension:
- -one Suspension Point costs 1 Construction Point
- Transmission:
- -one Transmission Point costs 1 Construction Point
- Tires:
- -one Tire Point costs 1 Construction Point. A car may have no more than 6 Tire Points.
- Qualifying:
- -spend 1 Construction Point to improve the car's chance of a good starting grid position. Details below.
- Pit Crew:
- -reduce the number of Movement Points required to complete a pit stop by 3 (for a two-lap race) or 2 (for a three-lap race) for each Construction Point spent here. A pit stop still takes a minimum of one Movement Point to complete.

If the initial weather result is "variable", the race begins under dry conditions and an additional weather roll is made three times per lap when the leading car enters particular track sections (which will be set by the Marshall before the race begins, at approximate one-third lap points, with the last check being just before the pit entrance). These checks continue until two consecutive die rolls fall into the same weather range (either dry or rain), after which the weather stays in that state until the end of the race. Until that second-in-a-row roll, the weather switches (if necessary) to match the latest roll, or stays the same if the latest result falls in the "variable" range (although this also zeros the count for two-in-a-row).

At the same time as its initial tire type is chosen, a team may choose to run its car(s) with a high downforce wing setting. This is not adjustable after the race has started, and has the following effects:

- -any move which ends in a corner may be reduced by 1 space if desired
- -maximum movement roll result in 4th gear is 11
- -maximum movement roll result in 5th gear is 18
- -maximum movement roll result in 6th gear is 26

Each player makes a d20 roll for each of his cars, and the cars are placed in order of increasing die score (lowest first). Ties are broken with an additional roll(s). Pit assignments are then chosen in REVERSE order of qualifying position (the car at the back of the grid chooses first, etc.). Two d20 rolls are made for a car which has a Qualifying Point, and the player may chose freely between the two numbers.

2) Full qualifying session

Each player runs a single lap of the circuit, with no other cars
interfering with his movement. The total number of game turns and the
total time required for the run are recorded. Starting grid position
is then in order of increasing number of game turns required (lowest
first), with ties decided in order of increasing total time (lowest
first). Cars have the same number of Points available as for a two lap
race, but every two points expended increases the count of the number
of game turns by one. Qualifying is always done in Dry weather, and
cars may choose Soft or Hard Tires. A qualifying car may begin in any
gear and in any space behind the start/finish line. The total time
measurement starts and stops when the car actually crosses the line,
and the count of the number of turns required begins and ends with (and
includes) the rolls which move the car across the line. A car with a
Qualifying Point wins any total time comparisons with a car without a
Qualifying Point. Pit assignments are chosen in order of qualifying
position (pole car chooses first, etc.).

3) Rotating Grid method

To eliminate the luck factor without going through full qualifying sessions,
the starting positions in a series of races may be rotated between the
different teams. The rotation used should be dependent on the number of
teams and the total number of races. For example, with five teams of
two cars starting, the total of the grid position numbers for each team
might add up to 11 (first and tenth, second and ninth, etc.). In a
series of twelve races contested by six teams, each team would use each
pair of grid positions twice.

- -if two 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 pit lane move before any cars stopped in a pit; and
- -cars stopped in a pit move in order of least number of movement points required to exit the pit.

Ordinarily, 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.

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 cars. Debris does NOT block a lane. Zig-zag lane changes may not be used in order to move a car fewer spaces than it would otherwise be able to travel.

A car spins out if a cornering penalty requires it to expend one more Tire Point than it has remaining. The car loses any Tire 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 Tire Points more than it has remaining. The crashed car does not leave any debris behind on the track.

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 Suspension 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 Suspension Point. As with Bodywork Points, a car with no Suspension Points has its movement adjusted exactly as for the complete loss of Bodywork Points. If both Bodywork and Suspension 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 Suspension 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 Suspension is lost in the last space of a car's move, it must still immediately make the additional penalty move.

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 five. Debris is NOT placed if an Engine Point is intentionally expended.

In dry weather, hard tires are "normal", and have no additional benefits or drawbacks. A car with soft tires (in dry weather) has the option of moving one additional movement point each turn, but also loses one additional Tire 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 tires also wear out after a single lap; if a car continues on soft tires for a second lap it loses the benefit of the optional point of movement and loses two additional Tire Points from overshooting any corner. On a third lap on the same set of soft tires there is a one movement point penalty on each move and three extra Tire Points are lost if the car overshoots a corner. If wet tires are used in dry weather, Tire Point losses from overshooting a corner and/or Swerving (when the car's path is blocked) are doubled.

In wet weather, soft tires have no advantage over hard tires, although soft tires still wear out (with penalties as above) after one lap. A car with either hard or soft tires moves an additional three movement points if it ends its move within a corner. A car with wet tires 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").

Driver Injury Result (d20):

- if the number rolled is less than the gear #, the driver cannot race for remainder of the season. In this case a final d20 roll is made, and if this is also less than the gear # the driver is killed in the crash.
- if the number rolled is between the gear # and 10 (inclusive), the driver misses 1 race due to injuries.
- if the number rolled is between 11 and 15 (inclusive), the driver misses 2 races due to injuries.
- if the number rolled is 15 or greater, the driver misses 3 races while
he recuperates in hospital.

The first three finishers earn 1/2 of a Driver Point each, and in addition everyone who finishes the race also earns 1/2 of a Driver Point. Driver Points earned in this way are lost when expended but may be carried from race to race until they are expended (unlike those which are purchased before the series begins with Car Construction Points, which are available for each race but may NOT be accumulated).

The series Drivers' Champion is the one who has won the most Drivers' Championship points when all the races have been completed, and the Constructors' Championship is determined similarly. Ties are broken in favour of the driver or team which has the most first place finishes, or second place finishes if there is still a tie, etc.

Article by Tim Trant, Toronto, Ontario, Canada tim@eecg.utoronto.ca October 6, 1995