Pitlane_English7.0

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PITLANE 7.0 1 PITLANE THE F-1 SIMULATION GAME

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Transcript of Pitlane_English7.0

  • PITLANE 7.0 1

    PITLANE THE F-1 SIMULATION GAME

  • PITLANE 7.0 2

    I.Playing Equipment

    21 Manoeuvre Cards per

    car

    6 Penalty Card KERS Card

    5 Tire cards

    1 speedometer

    Slipstream ruler

    Car card

    meteorological

    card

  • PITLANE 7.0 3

    Car control card

    LOC ruler

    Transparent set of

    cards

    Transparent crash ruler

  • PITLANE 7.0 4

    Planning

    Look at your car on the track, and imagine the path you want it to follow. Select up to 4 cards

    from your deck of manoeuvre cards that you believe will take your car over the desired path.

    Place them in order, and face down, bellow your Car Control Card.

    Everybody plans their move simultaneously. A time limit should be applied, e.g. 1 minute 30

    seconds.

    Movement

    Once the planning is complete for all cars, the actual movement can begin. Starting with the

    car that currently leads the race, the first planned manoeuvre card is turned and placed in

    front of the car. If the player is satisfied with the move, the car is moved accordingly

    (otherwise, see the following section about corrections). Now the second car places its first

    planned manoeuvre card as above, and then the third car and so on until the first round of

    planned cards has been played. In the same manner, the second planned manoeuvre card is

    played for each car in turn, again starting from the lead car (be aware that the lead may have

    changed in the previous round of movement). Finally the third and fourth rounds of

    movement are played as above.

    The race is a succession of game turns of planning and movement phases. The

    movement phase consists of up to four rounds.

    II. Driving the Car

    The manoeuvre card is placed

    at the front edge of the car

    card, so that the two lines

    match. The car is moved so

    the rear edge matches the

    manoeuvre card. Next, it is

    Camels cars turn!

  • PITLANE 7.0 5

    III. Mistakes and Corrections

    If you are unhappy with a card played during the movement phase, you can:

    use your cars or drivers performance and replace the planned manoeuvre card with

    a different one from your deck - costs 1 performance point. Recover the planned

    movement card switched. You only have a limited number of performance points, and can

    no longer use this action when they are finished.

    employ braking. You can remove the current card and play in this round the next

    planned card instead. If you cant do it (for example, you will crash with another car), skip

    this round of movement (show your planned cards and remove any 1 card from it ). If you

    didnt plan all your possible movements, you can play a brake without losing any card,

    imagine taking away an imaginary empty card from one of the unplanned movement

    rounds - costs 1 brake point. When you have used up all your brake points can you not

    longer employ braking (but could possibly still hard brake).

    Alternatively, If you dont have any performance/brake points remaining, you can:

    make a correction (replace the planned

    manoeuvre card with a different one from

    your deck) in exchange for losing speed in

    the next planning phase cost is as follows:

    employ hard braking. The procedure is

    exactly the same as with braking, but the

    cost is 2 tire points instead of a brake

    point.

    If you move your car to the new position

    you can no longer perform any of these

    corrective actions, so decide what you are

    going to do before moving.

    IV. Fuel

    Depending on your moves, you will have to pay 0-2 fuel points. This is based on the

    manoeuvre cards actually played (after corrections, etc), rather than what you originally

    planned.

    The basic move for 0 fuel points is 3 cards. Using a fourth card costs 1 fuel point, and using a

    curve of 60 costs an additional 1 fuel point.

    When all the fuel points are expended, you will not be able to plan any move which would

    cost any fuel points. To play a curve of 60 with no fuel, you are limited to 2 cards.

    Fuel Cost

    Cards Played 3+1

    (Normal) 2+1 1+1

    4, including a 60 2 pts n/a n/a

    4 1 pts n/a n/a

    3, including a 60 1 pts 2 pts n/a

    3 0 pts 1 pts n/a

    2, including a 60 0 pts 1 pts 2 pts

    2 0 pts 0 pts 1 pts

    1, including a 60 0 pts 0 pts 1 pts

    Next Planning Phase

    Base maximum number of cards

    Extra cards using 1 fuel

    point

    0 3* +1*

    1 2* +1*

    2 1* +1*

    3 0 +1

    * Playing a 60 costs an additional 1 fuel in these cases

    Corrections made

    The expression 3+1 is used to describe

    the maximum number of cards played for 0

    fuel (3) and the maximum number of cards

    played including a fuel cost (3 + 1 = 4).

    Some events in the game such as accidents

    may cause a loss of speed, e.g. 2+1 or

    worse.

    NOTE

    This 4 options are called Driving Actions

  • PITLANE 7.0 6

    V. The Car and its Trajectory

    The position of the car at a single point in

    time is defined by two aspects: the interior

    rectangle on the car card and its position as it

    moves (movement card). We will call this

    Trajectory. Trajectory is divided in two

    moments, each moment counts as a single

    event in order to get hit points.

    The first moment (red): From the front

    part of the cars rectangle to the end of

    the red trajectory line (movement card)

    Second moment (yellow): From the end of

    the movement card to the front part of

    the cars rectangle once its moved.

    Leaving the track

    If the trajectory passes over a non-asphalt

    surface the car has gone off the track.

    if the trajectory area goes off the asphalt, then the car went off the track

  • PITLANE 7.0 7

    Collisions

    If the trajectory passes over any

    obstacle (i.e. line of bollards, wall or

    the interior rectangle of another car

    card), or the car card is placed where

    any part of its interior rectangle

    overlaps an obstacle, the car has

    collided with the obstacle.

    VI. Leaving the Track

    If you drive off the road surface, the consequences are applied immediately. There are three

    things to do: lose hit points (you can lose damage points, or tire points at your own

    election), determine if a loss of control has occurred and throw for malfunctioning dice.

    Take Hit Points

    Count how many moments

    (of the two that divided a

    movement) have been

    played off the asphalt. This

    includes passes over kerb,

    grass, sand, gravel, etc.

    You will lose 1 hit point per

    moment, no matters what

    the surface is. If the width

    of the trajectory went

    absolutely out of the

    asphalt (OUT) , you will

    receive an extra hit point.

    Exception: half kerb

    doesn't damage your

    car.

    We use a transparent set of

    cards in that kind of

    situations to see if the

    trajectory line passes over

    any obstacle or gone off the

    track.

  • PITLANE 7.0 8

    Loss of Control Check (LOC)

    After the first movement in which the car goes out of the asphalt, you must check if the car is

    out of control. This depends on the surface driven over, and the penalty level.

    Throw 1d6 and add to the roll any modifiers. Under normal circumstances, a loss of control

    occurs if the combined total is at least 7 for kerb, or 6 for grass. However, if you have

    penalties (driving restrictions) then examine the penalty card for the number that results in

    a loss of control. For example, with a penalty card this is 6 or more for kerb and 5 or more for

    grass.

    Penalty Level

    Surface

    Kerb/Astroturf

    Grass

    Sand/Gravel

    No penalty 7 6

    no

    Penalty 6 5

    no

    Penalty ++ 5 4 no

    Penalty+++ 4 3 no

    Penalty ++++ 3 2 no

    Die modifiers for loss of control:

    Hitting a bollard (crossing a line of bollards) is an additional +1 to the roll for loss of

    control.

    If you have any OUT token, you will receive an additional +1 to the roll for loss of

    control.

    If you are driving during wet track conditions, you will receive an additional +1 to the

    roll for loss of control.

    If you are driving with fuel overweight card, you will receive an additional+1 to the

    roll for loss of control.

    If the width of the trajectory

    went absolutely out of the

    asphalt (OUT) , you will

    receive an extra hit point.

    If you have any OUT token,

    you will receive an additional

    +1 to the roll for loss of control.

    If you have any OUT token,

    you will receive an additional

    malfunctioning die.

    The consequence of a loss of control is a rotation of your car over one of the front corners.

    Roll a d6. The first roll is used to determine the rotation corner: 1-3 right corner, 4-6 left

    corner. The second roll is used to determine the rotation angel: 1-3 is 30, 4-5 is 45, and 6

    is 60. The car pivots clockwise if using the front right corner, or anticlockwise if using the

    front left corner of the car.

  • PITLANE 7.0 9

    Malfunctioning dice: According to the surface where you are, you will roll a number of dice as soon as the car

    leaves the track, to see if a temporary mechanical failure happens, we will name these dice

    malfunctioning dice:

    SURFACE DICE TYPE

    Asphalt none 1-good

    Kerb/Astroturf 1d6 2-regular

    Grass 2d6 3-Bad

    Gravel 3d6 4-Very Bad

    If you have any OUT token, you will receive an additional die.

    If, before returning to the track, the car passes through a worse surface, roll the dice

    that are missing (eg running over kerb, roll 1d6 for mechanical failure, later also going

    over grass, which are two dice, roll one 1d6 more as you rolled one before).

    Align the oversteer ruler to the front edge of the car, and pivot around the corner

    If as a consequence of loss of control your car crashes with something it will be

    considered as a brush crash.

    Note: remember the number you got in the throw because sometimes it can happen that

    your car passes over a worse surface later, so in those cases an automatic loss of control

    check will happen without needing to roll dice again. (example you have a penalty card and

    you drive over kerb, throw 1d6 for loss of control, the result is 5 so nothing happens. Next

    movement your car drives over grass, the loss of control check is done again and now you do

    lose control, because loss of control chances with a penalty card are 5,6 and your previous

    roll was 5). The same happens with malfunction rolls, you will only need to add extra dice,

    not roll the previous dice again.

    The result of the rolls indicates which cards are not going to be allowed in the current and

    next game turns. All malfunctioning cards must be placed in view of all players, close to the

    location of the malfunction on track.

  • PITLANE 7.0 10

    2) Determine how many

    moments has gone out off

    the track. Take 1 hit point

    per moment you can lose

    damage points or tire points

    (at your own election)

    1) Determine if the car

    trajectory has gone off the

    track( look for possible

    crashes)

    How to perform malfunction/loss of control roll during a game turn

    Here you have an example with images of a game turn where its necessary to check for loss

    of control and a malfunction.

    How to proceed when you cant play a planned card due to a malfunction

    You must play a card instead of the malfunctioning card if its one of the 3 first cards.

    Performance point: Lose a performance point and change the card.

    Correction: perform the correction procedure.

    Play the next planned card as if it was planned for this round.

    Important: If you pass through different surfaces in one move that takes you out of the

    track, you will not do accumulative rolls, you just need to take into account the worst type

    surface and roll dice for that surface type. (eg when you move your car and it passes over

    both kerb and grass, you only roll 2d6 for grass)

  • PITLANE 7.0 11

    4) Throw dies: we have to roll

    for loss of control, damage

    and a malfunction, the first die

    will count for loss of control,

    the second die for damage and

    malfunction, and die 3 and 4

    for malfunction only. So here,

    4 means loss of control (Loss

    of control on grass is 5-6

    because he has penalty level

    but as he crashed with

    bollards loc roll is

    modified+1), 6 means 6

    reliability points lost and also

    malfunctioning of movement

    card number 6, and 1&4

    means the number of the

    malfunctioning cards.

    3) Look for the worst surface,

    it will show you how many

    malfunction dies you will

    have to throw.

    Order of dice in a multi die roll

    White dice: LOC (Loss of control): remember to add the suitable modifier to the roll.

    Grey dice (in case of any collision):it will show you the amount of car damage suffered,

    and also it will show you and extra malfunctioning card.

    Orange dice : Show you which cards will suffer malfunction during this game turn and

    the next one.

  • PITLANE 7.0 12

    At the end of the current turn

    you will move malfunction

    cards one slot. Next turn you

    will not be able to use this card

    yet. At the end of the next turn

    you will recover it.

    In this example the player

    decides to set 2 hit points only

    on tires (from 5 to 3). His car

    also suffers 6 damage point

    due to a damage throw for

    crashing with bollards

    increasing his damage from 6

    points to 12. When a car gets

    6/12/18 damage points his

    penalty level goes up one

    level. Finally as he reach more

    than 10 damage points he will

    lose movement card showing

    number 10.

    Malfunction throw result was

    1,4 plus 6 from the damage

    die. So cards with numbers 4

    and 6 will suffer malfunction

    (note that none of the cars

    have movement cards with

    number 1). The player place

    the card in the suitable slot.

  • PITLANE 7.0 13

    VII. Collisions

    A collision occurs when the trajectory, or the car itself (interior rectangle) passes through an

    obstacle. The obstacles in the game are other cars, bollards (for example on the inside of a

    corner) and walls (tyre walls, stadium stands, etc). These are drawn on the circuit. Only

    some of the collisions will modify your cars position (walls and other cars), in

    those occasions we will look the kind of crash (brush, hard crash).

    We will roll a number of d6 dice depending on:

    The kind of crash (brush, hard crash

    Modifiers (crashing with your car card, or crashing with your planned movement card)

    Damage/malfunction Next round speed

    Fences or bollards 1d6 3+1

    Brush 1d6 2+1 agg

    3+1 def

    Hard Crash 2d6 2+1 agg

    3+1 def

    Wall +1d6 2+0

    Crash with the

    movement card

    +1d6 -

    When crashing into another car, the Aggressor is the one who crashes, and the

    Defender is the one who is crashed into.

    The result of the dice roll works in two ways:

    As a temporary mechanical failure (malfunctioning dice)

    The amount of points to add to reliability.

    The defender will receive half of the damage. But the same malfunctioning cards.

    Note: If the defender did a brake action (Hard Brake or Brake Point), he will receive the

    same damage and speed as the aggressor.

    For example:

    Hard crash 2d6 reliability points, 4+6= 10 damage for the aggressor and 5 for the defender.

    movement cards number 4,6 malfunctioning for the aggressor and defender.

  • PITLANE 7.0 14

    Brush Crash

    If the angle formed by the front edge of the car and the wall or car is greater than 45, it is

    a brush crash.

    Following a brush crash the side of the moving car is aligned with the wall, or the car that has

    been impacted using as a reference the collision point. Consult the crash table for details.

    The car number 11(aggressor) crashes into

    car 15 (defender) You can see on yellow the

    crashing area, the angle between the front

    side of car 11 and the lateral side of car 15.

    Finally note the collision point (red point)

    The aggressors car stops and is aligned to the

    defender using as a reference the collision

    point

    Hard Crash

    If the angle formed by the front edge of the car and the wall, or other car, is 45 or smaller,

    it is a hard crash.

    In case of a wall collision,

    The front edge of the car is aligned to the wall

    For each card left to play, the car will pivot over the next side of the car until no card is

    left to play in that round.

    Apply damage rolls and loss of speed for next round (see crash table for details)

    Note: If as a consequence of a Brush or

    Hard crash with any kind of wall your car is

    aligned with an angle not 15 degrees

    multiple, you can adjust its alignment to the

    closest angle which fulfils that requisite.

  • PITLANE 7.0 15

    1. A hard crash collision with the wall

    2.The car is aligned to the wall

    3.The car will pivot over its next side

    4.The car will pivot until no card is left.

    In case of a car collision

    Determine the collision point, use it as a rotation point (see the image bellow)

    Rotate the defender car and aligns to the aggressors front edge

    The defender car must then also perform a loss of control roll (see the image bellow)

    Consult the crash table for details.

  • PITLANE 7.0 16

    1. Car 11 collides with car 15. pivot car 15

    using the align point until his lateral side

    is aligned with the front side of the

    aggressor

    2. Throw 1d6 and pivot the defender

    using rotation point

    3. Car 15 is rotated 30

    How to align the car when it is your planned movement card which crashes first

    we will use the final position determined for the movement card. (In the image the orange

    rectangle determine the angle of the crash, a brush). Collision point determines where the

    impact happens (and also determine end of the move) and where we have to place the car.

  • PITLANE 7.0 17

    In the image the orange rectangle determine

    the angle of the crash, a brush

    Collision point determines where the impact

    happens (and also determine end of move)

    and where we have to place the car

    VIII. Recovery

    Spin

    Only 3 situations where you can spin:

    After a crash (you can rotate the car any angle).

    After a successful loss of control check.

    At the beginning of a game turn if you car is out of the track. You must rotate at least

    90 degrees. You are not allowed to rotate a smaller angle.

    How to rotate the car?

    Rotation is always using one of the front corners of the car (only if not possible to do that

    because there is a wall in front of you and you can't rotate without crash, you will be allowed

    to use any corner)

    You lose always 2 tire points for spinning. Sacrifice one planned movement and

    pivot the car around any corner of the car card to face the right way.

  • PITLANE 7.0 18

    IX. Penalty Cards

    Penalty cards are basically driving restrictions that apply while the cause of the penalty

    continues to exist. Some are recoverable. The cards are cumulative if you have one penalty

    card and gain another, it is replaced with a penalty++ card. The levels range from penalty

    to penalty++++.

    Penalty+Penalty= Penalty ++//

    Penalty++ + Penalty=Penalty+++

    Penalty +++ + Penalty= Penalty++++

    Usually the penalty cards, restrict the number of

    corrections or hard brakings, also increase the

    possibility of loss of control, and some adds extra

    dices to the malfunctioning throws.

    The situations that increase your penalty level are:

    Tire wear when tire durability reaches 0 points. Add another penalty when degradation

    also reaches 0 points

    Damages Increase the penalty level each time the cars reliability level reaches 6/12/18.

    Weather conditions driving with tires not suitable for rain/dry.

    Cars with KERS system starts the race automatically with first penalty card(green).

    The proper restrictions appear on every penalty card

    Fuel Level

    Fuel level determines which is the threshold at which the car suffers Fuel overweight

    penalty. This value is different for each circuit and will be modified by the number of laps. Will

    be modified also by specific bonus car. Before starting the race, each driver must show on his

    speedometer which is his fuel level.

    Penalty Icon

    Before starting the race, each driver must show

    on his speedometer which is his fuel level.

    Fuel overweight penalty

    It happens if you have more fuel points than

    your fuel level value. In that situation you

    will not be able to use performance/brake,

    and you will have +1 in all LOC rolls. Penalty

    disappears once your fuel points are equal or

    less than your fuel level.

  • PITLANE 7.0 19

    X.Damage

    During the game, you will get damage points. When it reaches some values you will lose

    permanently certain cards (numbers with a circle in grey). Also when the damage points

    arrives to 6/12/18 points, a penalty card is acquired. When reliability is at red you will

    not be able to play more cards.

    Lap consumption is the

    amount of fuel needed to

    complete a lap playing always

    four cards and playing 60 turns

    only when needed. Each track

    has his own lap consumption.

    You can see also fuel level basic

    value, which is different for each

    circuit. It will modified by car and

    driver specific values.

  • PITLANE 7.0 20

    When tyre durability reaches 0, a penalty card is acquired, and any remaining and further

    tyre points are now subtracted from degradation. Once degradation reaches 0 points, another

    penalty card is acquired, and further tyre wear creates a risk of exploding the tyres. For every

    tyre point you are required to lose after reaching 0 degradation, you must throw 1d6 a

    result of six means a tyre explosion, and you are instantly out of the race (DNF).

    If the track conditions are favourable (weather and tyre wear), you can use different

    trajectory options depending on the type of tyres (showed with coloured circles in the tires

    card, see the image) and you will be able to use performance/brake car points. These details

    can be seen on the tyre cards for each compound.

    When track conditions are adverse, or durability points have reached 0, these

    optional trajectories can no longer be used, you may not use performance/brakes

    car points, and planning turns may also be affected.

    1. There are 2 tyre durability points remaining

    XI. Tyres

    Every tire compound has an equal number of durability and degradation points, as indicated

    on the tyre card, and a wear rate which varies according to the weather. Every time your car

    crosses into a new track sector (i.e. it crosses the thick, coloured, numbered line across the

    track), you must reduce the tyre points on the car control card according to the wear rate.

    For example, soft tyres in sunny weather lose 4 points at each white line. The temperature

    also has an influence on the wear rate.

  • PITLANE 7.0 21

    2. In sunny weather, 4 tyre points are subtracted. 2 points takes durability to 0, so a penalty

    card is earned. The remaining 2 points are taken off degradation.

    Movement Options:

    Some type of tyres allows you to select different trajectory options. Those options are shown

    with coloured circles on the tyres cards. When you play the movement card you can place

    your car on any of the coloured anchor points that are available. With medium tyres you can

    use the yellow/red anchor points. With soft tyres you can use green/yellow/red anchor points.

    Look at the tire's cards for details.

    This bonus is only applied if:

    The colored circle is shown on the tire card

    The track conditions are suitable (ex, dry track for dry tires)

    If your tyres are degradated you have to use the options available in the

    degradated area.

    If the car went out you only will have triangle colour trajectory.

    Circle: When the car its inside the track (asphalt+ less than kerb)

    Triangle: when the car its outside the track (touching kerb or more, grass and/

    or gravel)

  • PITLANE 7.0 22

    XII. Wet Driving

    Look for the suitable area on the tyres card, Rain if its heavy rain or wet if its soft rain.

    You can see your trajectory options, shown with coloured circles or coloured triangles, and

    your penalty level if it suffers any change. When its raining and you are driving with tyres

    not suitable for rain, there are some compulsory cards you must play if you plan turns

    (curves) this game turn, for example brake cards if you planned turn cards.

    Sometimes we forget to do it, what happens then?

    what happens if you have to play your last card, any of your first three cards was a

    turn (curve) card and you didnt play any short brake?

    You must correct/perform and change your last card for a short brake card

    (the suitable card).

    And if I cant play corrections or I dont have performance points?

    Next round you will play 1+1

    What happens if I only planned one card and I need to turn???

    You can do it.

    When the weather check (see XV) result is rain, the track becomes wet. When the weather

    result is rain for the first time another roll is made to see if it is soft or heavy rain. The wet

    track begins in that weather line area. The first value that isnt rain does not dry the track,

    wet track conditions remain. Wet track conditions end with the second consecutive weather

    check that isnt rain. The dry track begins in the line where you get that result.

    Car 11 is on soft tyres, can

    use any of the three coloured

    trajectories (green, yellow,

    red)

    Car 15 is on medium tyres,

    can use only two coloured

    trajectories (red, yellow)

    Car 21 is on hard tyres, can

    use only one coloured

    trajectory (red)

    Num. Check: Check Result Track condition

    1 Check: Rain Heavy Rain Rain Track

    Soft Rain Wet Track

    2 Check: Rain Heavy Rain Rain Track

    Soft Rain Wet Track

    3 Check: Clouds Wet Track

    4 Check: Dry Track Clouds or Sun & Clouds

  • PITLANE 7.0 23

    XIII. Bonus movement

    K.E.R.S.

    Only available for some Cars.

    If you use KERS you gain automatically your first penalty card(green).

    The card used for your KERS bonus move has to be a card marked with the KERS symbol.

    When fully charged, KERS allows you to play an extra manoeuvre card (the cards marked

    with the kers symbol) after any movement, but before the next player places his next

    planned card. This free card does not count towards fuel usage.

    Once used, the KERS system loses all energy, and must be recharged before any next use.

    Each time you play a short brake, medium brake, or use a brake point correction, some

    energy is recovered, charging your KERS according to the table below.

    Action Recovery Rate

    Medium Brake 1 pt

    Short Brake 2 pt

    Brake Points 3 pt

    Once KERS is at 6 points of energy, it may be used again, but not in the same round in which

    it was charged to full (i.e. not immediately after charging it). You cannot store more than 6

    points. As soon as it is used, it is reset to 0 points.

    The KERS system is not allowed during the first two rounds (of the movement

    phase) of the opening game turn.

    Kers on wet track:

    If you are using dry tires,if you play turn cards you

    must play a brake card. This card dont charges

    Kers. If you play more than one brake card, then

    you can use one of them to recharge kers.

    The KERS system

    Car 11 plays a movement card,

    after car 21 plays a movement card

    plus and extra card (with KERS

    symbol on it) using KERS.

  • PITLANE 7.0 24

    Slipstreaming

    If you finish any movement round behind another car, inside the slipstreaming area, and at

    the beginning of the round you were behind that car, you can play a free left or right

    overtaking manoeuvre cad. To be considered inside the slipstreaming area, it is only

    necessary to touch any part of the slipstream marker with your car (interior rectangle).

    Your cars angle must be the same as that of the car you are trying to slipstream.

    However slipstreaming is not possible if :

    the player has been over grass/gravel.

    has made brake/correct/ oversteer.

    has suffer any type of collision or loss of control during.

    has planned less cards than the player who is in front of you .

    Slipstream is limited to only one use per game turn.

    Slipstreaming is not available during the first game turn.

    note: slipstream is played after all cars has played the current game round.

    To be considered inside the slipstreaming

    area, it is only necessary to touch any part

    of the slipstream marker with your car

    (interior rectangle).

    you can play a free left or right overtaking

    manoeuvre cad.

  • PITLANE 7.0 25

    XIV. Pit Stops

    Within the pit area, movement cards are used differently. Movement will be from one point to

    another point. The amount of points you will be able to move will depend on whether you're

    in the pit lane or in the in/out area of the pit area.

    You can use 4 cards without losing fuel points.

    When you calculate fuel consumption you don't count cards played inside the overlapping

    area.

    Overlapping area: Cars inside it are

    treated as invisible, overlapping is

    allowed (it means no crashes

    between cars). This overlapping is

    allowed for the entire length of the

    overlapping area, from the entry

    white line until the exit white line.

    Once you reach the overlapping area

    exit, it will again not be allowed to

    overlap without a crash.

    Movement:

    In/out area: 2 points movement per

    card planned.

    Pitlane area: 1 point movement per

    card planned.

    To be considered inside the over-

    lapping area, your trajectory must

    touch the entry line (yellow) and your

    car (interior rectangle) must touch

    any point position. If that happens it

    means you are entering boxes.

    Cars crossing overlapping area

    without touching the entry line

    are not considered inside. Cannot

    crash with cars entering boxes but

    can crash with other cars crossing

    overlapping area.

  • PITLANE 7.0 26

    Cars crossing overlapping area

    touching the entry line but not

    touching any point position are

    not considered inside. Cannot

    crash with cars entering boxes but

    can crash with other cars crossing

    overlapping area.

    Once the car reach the movement

    point in front the pit box it will move

    sideways automatically to enter.

    You can move 2 points per movement card

    while your car is inside the in/out area

    When your car enters pitlane area

    you can only move one point per card

  • PITLANE 7.0 27

    Once the pit stop is finished exit

    following the exit arrow onto the next

    movement point.

    If the last movement card place you on the black movement point it means you are on the

    exit of the overlapping area.

    You must play your next card as usual. Its allowed to put the car sideway in any place.

    Length of stop

    You must decide before entering the pitlane, the number of fuel points you want to refuel.

    You can see how many game rounds you must stop.

    Throw 1d6 to know if the stop is fast or slow and look the table below, game rounds could be

    modified. Finally receive the right amount of fuel, reliability, performance and brake points.

    Having planned your stop, you must remain stationary in the box for the number of rounds

    showed on the table. Consult the table to determine how many fuel points, reliability points,

    performance points and brake points you recover as a result of your stop.

    Example: the car decides to refuel 7 fuel

    points. The basic value is 4 game rounds

    stopped. Throw 1d6 result is 5. Pit stop will

    last 5 game rounds. Car will refuel the desired

    number of fuel points 7 plus will repair 3

    damage points.

  • PITLANE 7.0 28

    XV. Grand Prix Weekend

    1.Determine the weather for qualification

    Weather:

    Look for the correct meteorological card, throw 2d6 to determine in which month

    the race is. Sum the 2d6 together and take it as the number of the month of the year

    (3=march, 8=august, etc).

    Throw 1d10 and consult the green flag ranges (weather for the start) matching the colour

    with the current year season.

    Throw 1d4 to establish the qualifying sector (if using the advanced system).

    Temperature:

    Roll a d10 and consult the temperature table, following the colour that matches with the

    current year season. Notice that temperature may affect tyre wear.

    2.Consider the strategy for the GP

    Choose the right tyres and the fuel load. Identified your fuel level value (see the specific

    value of the track and apply car and driver modifiers ).

    Fast Method: For each fuel point above the fuel level value lose 2 qualifying point. For

    each fuel point below the green, earn 1 qualifying point

    Advanced method: For each fuel point above the fuel level value lose 1 qualifying

    point. For each fuel point below the green, earn 1 qualifying point.

    Example:

    If you are racing in August you will look for the

    ranges inside the red areas.

    First roll 9= Rain at the start, we roll again to see

    what type of rain (3, Heavy rain)

    Second roll 9= Hot weather wear +1

    Determining the weather and the temperature

    Here you will find all the necessary info to prepare a Grand prix. It includes weather, fuel

    load, tyres, qualification, race start and pit stops. There are two qualification systems (Fast

    and advanced). If you use the advanced method, qualification will be played as a normal

    game turn where you try to plan and play the maximum number of cards and and get as far

    as possible. If you use the fast method, you must only add or subtract modifiers and finally,

    add the result of a die roll.

    3.Determine the final qualification value

    Fast method: Take the qualifying score from the car control card, add/subtract the

    adjustments for fuel load and tyre compound (marked on the tyre cards).

    Advanced method: Take the qualifying score from the car control card and add/subtract

    the adjustments for fuel load.

  • PITLANE 7.0 29

    5.Weather change:

    Consult the meteorological table for the track. The weather can evolve with a roll of 1d10 (red

    numbers) do this twice to see how it changes overnight before the race. Consult the

    temperature table roll 1d10 if the result is the same temperature then remains as it is. If the

    number is smaller than your actual temp level, it will go down. If its bigger it will go up.

    6.Race Day:

    If the qualifying was on dry track:

    In case of wet track, the option to change to wet tyres or rain tyres is allowed.

    If the qualifying was on wet/rain track:

    In case of dry weather, the option to change to dry tyres is allowed.

    7.Race Start:

    Each player plans his first game turn. You must use the starting cards showed in the

    movement cards (start symbol) in the mentioned order. However, you can risk a better start

    and try not to use them. To do this, throw 1d6 to validate each of the illegal cards. For a roll

    of 4-6 the card is valid, but for 1-3 you must play a short brake instead.

    8.Sectors:

    Each time your car enters a new sector of the

    circuit, you must pay tyre points according to

    the weather and the type of tyre (shown on the

    tyre card). Whenever the race enters a new

    sector, 1d10 is thrown to see evolution of the

    weather. Temperature is only checked once per

    lap (at the start of the lap).

    Exception: The first time the race crosses a

    sector line will not be necessary to throw any

    die (first pass into first sector of the track)

    9.Pit stops:

    When you stop, decide the amount of fuel you want to refuel and wait the number of

    movement rounds you need to receive the right amount of fuel, damage, performance and

    brake points. You can also change tyres.

    4.Qualification lap:

    Fast method: As point 3 but throwing 1d6 and adding it to the qualification value. the

    car with the highest value occupies the pole. In case of a tie, throw 1d6 for each player.

    Advanced method: the qualification value determines the number of cards that you

    must plan. The track sector designated at random previously is used as a qualifying

    area. The car is placed anywhere on the start of this area, and planning commences.

    The driver who comes further will start from P1, the driver who comes next furthest will

    start from P2, and so on.

    Tires:

    The use qualy points is disable. You can use performance, brake points, as usual but depen-

    ding on the type of tires you can:

    Soft tires: you can use performance as a brake points and the opposite.

    Medium tires: you can use performance as a brake points.

    hard tires: you can use performance brake points a s usual

    Corrections and hard brakes:

    Each time you run one of these actions need to delete the last card planned.

    Penalty Level:

    Disable, You can use as many perf/brake points as you want or correct/hard brake as many

    time as you desire.

  • PITLANE 7.0 30

    APENDIX I. ADVANCED QUALIFYCATION SYSTEM IN DETAIL

    1.Determine the weather for qualification

    See XV.1

    Establish the qualifying sector.

    2.Consider the strategy for the GP

    Choose the right tyres and the fuel load. Identified your fuel level basic value (see the

    specific value of the track and apply car and driver modifiers ).

    Advanced method: For each fuel point above the fuel level value lose 1 qualifying point.

    For each fuel point below the green, earn 1 qualifying point.

    We are racing on the orange track

    variant, our fuel level basic value

    will be 3. we must still apply car and

    driver modifiers.

    Fuel level: basic value is 3. Each

    car has 1 to fuel level.

    The final value will be 2.

    You must show it on your

    speedometer.

    Calculate qualification value

    ( number of card that each driver

    can plan):

    Qualifying value-(fuel load for the

    race-fuel level)

    Dragon motors:

    14-(5-2)=11 cards

    Four Stars Team:

    12(4-2)= 10 cards

    There are two qualification systems (Fast and advanced). If you use the advanced method,

    qualification will be played as a normal game turn where you try to plan and play the

    maximum number of cards and get as far as possible. Your qualification value will show you

    how many movement cards you can plan. Players will play a previous planning phase, they

    will have 2 minutes to plan as many cards as his qualification value.

    3.Determine the final qualification

    value

    Advanced method: Take the qualifying

    score from the car control card and add/

    subtract he adjustments for fuel load.

  • PITLANE 7.0 31

    4.Qualification lap:

    Advanced method: the qualification value determines the number of cards that you must

    plan. The track sector designated at random previously is used as a qualifying area. The car is

    placed anywhere on the start of this area, and planning commences. The driver who comes

    further will start from P1, the driver who comes next furthest will start from P2, and so on.

    Tires:

    The use qualy points is disable. You can use performance brake points, as usual but

    depending on the type of tires you can:

    Soft tires: you can use performance as a brake points and the opposite.

    Medium tires: you can use performance as a brake points.

    hard tires: you can use performance brake points a s usual

    Corrections and hard brakes:

    Each time you run one of these actions need to delete the last card planned.

    Penalty Level:

    Disable, You can use as many perf/brake points as you want or correct/hard brake as many

    time as you desire.

    Planning:

    Dragon Motors plans 11 card, he

    uses soft tyres.

    Four Stars Team plans 10 cards, he

    uses soft tyres.

    Both placer plan together

    simultaneously and counter clock.

    First driver shows his card sequence.

    Remember, he is using soft tyres so

    he will use any of the three coloured

    trajectory options.

    Also he can use performance as

    a brake points and the opposite.

  • PITLANE 7.0 32

    . and plays instead one card from

    his hand (30 turn). Finally pays 1

    performance point as a cost for the

    action.

    His fourth card is a 30 turn, if he

    plays it he will go out of the track, so

    his qualification lap will end here.

    Decides to use 1 performance

    point ,and play instead a 60 turn

    (note that the card was planned as a

    second movement but was removed

    and changed by other card. As he

    did this using performance points,

    He recovers the card, so it returns

    to his hand.

    Black car starts, plays one

    straight and moves his card

    to its next position. Then

    plays his second card, a 60

    turn, to avoid a crash

    decides to use a

    performance point, remove

    current card.

  • PITLANE 7.0 33

    His last card is a short brake. He

    doesnt have performance points. As

    he is using soft tyres, he can do a

    performance action paying instead 1

    brake point. Remove the short brake

    and play instead an overtake card.

    Doing this he can win some more

    centimetres.

    Soft tires: you can use performance

    as a brake points and the opposite.

    This is the final position for his qualification round. Green marks shows where he used

    performance points. White mark show where he used brake points to pay performance action

    due to usage of soft tyres.

  • PITLANE 7.0 34

    Second driver show his card

    sequence.

    Remember, he is using soft tyres so

    he will use any of the three coloured

    trajectory options.

    Also he can use performance as

    a brake points and the opposite.

    Note: this car has performance and

    brake skill equal 0, so only will use

    that bonus using drivers perf/brake

    skill.

    His fifth card is a right

    overtake, so to avoid going

    out the track, decides to use

    hard brake action. He remove

    the current card planned, as a

    cost for the action remove

    also the last planned card of

    his sequence of cards. Finally

    he will play instead the next

    card planned, a long straight.

    Again decides to use a hard

    brake, remove the planned

    card (30 turn), as a cost for

    the action remove also last

    card planned of his sequence

    of cards. Finally he will play the

    next planned card a 60 turn.

    As he doesnt have more

    movement cards, his

    qualification will end here.

    Note: If he would have made a correction, would have done the same as using performance,

    to change the planned card by one from his hand. As a cost for this action, would have

    eliminate the last card of the planning sequence. Contrary to what happens when using

    performance pts, he had not recovered the card replaced.

  • PITLANE 7.0 35

    This is the final result. Black car wins qualification round.

    NOTE

    Playing using advanced qualy system will increase playing time in 20/30 minutes . We

    recommend only if you have enough time to do it. In real racing qualifying is usually done the

    day before the race. Our experience during advanced qualy playtestings was that we used to

    do qualy before dinner and once we had eat the race started. (Avoid ketchup spots on track

    while driving!!!)

  • PITLANE 7.0 36

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    30R

    Long str.

    Med.br.

    45R

    Round

    4 3 2 1

    3 Cards planned 4 Cards planned

    NORMAL PLAY

    You can find here blocks diagrams explaining driving actions and how is solved card

    malfunction .

    For more detail about Driving Actions see III.Mistakes and Corrections.

    For more detail about Malfunctions see VI.Leaving the track/Malfunctioning dice.

    CORRECTION/PERFORMANCE

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Planned 3 cards

    Replace this

    box

    Short str.

    all examples assume 3+1.

    you can apply each example to

    2+1 by removing box #4, and for

    1+1 by removing boxes #3 and #4,

    etc. If less cards are played this is by

    choice or imagined lack of fuel.

    APENDIX II. DRIVING ACTIONS

    The cost of using performance is the loss of 1 performance point.

    The cost of using a correction is the loss of speed in next planning round.

    For more details see III. Mistakes and corrections.

  • PITLANE 7.0 37

    MALFUNCTION

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Planned 3 cards

    This card

    malfunctions

    choose to

    1) correct

    2) discard

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Short str.

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    empty

    Stacks drops down,

    you play the next

    round so round 3

    becomes 2 and

    round 4 becomes 3.

    (you play 1 round

    less in total)

    BRAKE/HARD BRAKE option1

    (to avoid crashing with other cars)

    30R

    Long str.

    45R

    Long str.

    Round

    4 3 2 1

    Planned 4 cards

    Need to brake this

    card, so choose 1 box

    to remove still to play

    (already played box 1)

    and fill it with the

    brake

    30R

    Long str.

    45R

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    Long str.

    Box

    removed

    You dont play any card on

    game round 2. Stacks moves

    up, so previous round 2

    becomes 3 and previous round

    3 becomes 4, previous round 4

    card is removed

    (you play 1 round less in total)

    Available if you planned your maximum base number of cards plus extra fuel card

    (planning 4 cards with speed 3+1,planning 3 cards with speed 2+1,...) and you need to avoid

    a crash with other cars. The cost of using a brake action is the loss of 1 brake point. The cost

    of using a hard brake is the loss of 2 tire points.

    For more details see III. Mistakes and corrections.

  • PITLANE 7.0 38

    BRAKE/HARD BRAKE option 3

    normal situations

    30R

    Long str.

    45R

    Long str.

    Round

    4 3 2 1

    Planned 4 cards

    Need to brake this

    card, so choose 1

    box to remove still

    to play (already

    played box 1) and

    fill it with the brake

    30R

    Long str.

    45R

    Round

    4 3 2 1

    BRAKE

    Long str.

    30R

    Long str. 45R

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    Long str.

    Box

    removed You remove previous round

    2 card. Stacks drops down,

    you play the next round

    card planned, so previous

    round 3 becomes 2 and

    previous round 4 becomes

    3. No card is played in

    round 4

    (you play 1 round less in

    total)

    BRAKE /HARD BRAKE option 2

    To avoid crashing with other cars

    45R

    45R

    empty

    empty

    Round

    4 3 2 1

    Planned 2 cards

    Need to brake box

    of round 1, normal

    brake procedu-

    re,choose a box to

    put the brake and

    adjust the stack

    45R

    45R

    empty

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    empty

    Box

    removed

    BRAKE

    (no card pl)

    You dont play any card on

    game round 1. Stacks moves

    up, so previous round 2

    becomes 3 and previous round

    3 becomes 4.

    Available if you planned less cards than your base maximum number of cards plus

    extra fuel card (planning 3 or less cards with speed 3+1,planning 2 or less cards with

    speed 2+1,...)and you need to avoid a crash with other cars.

    Always available.

  • PITLANE 7.0 39

    ILLEGAL PLAY

    empty

    60R

    45R

    30L

    Round

    4 3 2 1

    Planned 3 cards

    starting on round 2

    this is illegal since all planned moves

    must be continuous from

    the bottom of the stack to the last

    planned action, every box in the

    sequence must have an action in it

    by the end of the turn.

    60R

    45R

    Round

    4 3 2 1

    30L

    empty

    Legal planning