SPEED CIRCUIT 2022 Season 12 House Rules (17 Jul 2022)
Use normal speed circuit rules with the following variations.
Teams.
If six or less players attend a race, then each player should field 2 cars. If 7 or more players are present, then the players must agree whether 2 cars are allowed. A player may always choose to only field 1 car.
Skill Points.
Each team is assigned 2 skill points per lap. For example at the beginning or a 3 lap race a team would be assigned 6 skill points. Players use skill points instead of rolling a die. Players decide before rolling dice whether or not to use a skill point. Points do not need to be pre-assigned to a specific team member.
Car Construction.
When a player controls more than one driver he must assign 5 build points to one driver 4 to the other.
Down Force Settings (for winged cars).
Before assigning build points the player must choose the down force of each car and use the corresponding row on the Performance Chart. The player must choose one of the following settings for each of their cars independently:
Down Force |
Build Adjustment |
Bonus/Penalty |
Normal |
None. |
None. |
Strong |
– Acceleration & Top Speed Cost More |
1 less wear used in corners and braking |
Weak |
– Acceleration & Top Speed Cost Less |
1 more wear used in corners and braking |
Note 1: Strong down force cars must have at least one wear point remaining in order to use the strong bonus in corners. For example, if a strong down force car with no remaining wear exceeds a corner’s speed by 20mph, then a chance table roll is required.
Note 2: If wear is not called for in the corning chart then a weak down force car does not need to pay 1 extra wear. For example, if a weak down force car exceeds a corner’s speed by 20mph then the player could either pay 2 wear (1 + 1) or roll on the chance table.
Grid Order.
There are 4 grid groups. Cars in a lower numbered grid group will be placed on the starting ahead of cars in a higher numbered grid.
Step 1: Place all cars in a grid group based on their starting speed:
Start Speed |
Grid Group |
80mph |
2 |
60mph |
3 |
40mph |
4 |
Step 2: Starting with cars in group 4, players may spend 1 wear point to move a car into the next lower numbered grid group. A car may only move down one grid from its starting group.
Step 3: Starting with the lowest numbered grid group containing cars, place cars on grid starting positions. If there is more than one car in a group, then the players roll a die for each car. The car with the lowest adjusted roll result is placed on the grid first. Tied cars will continue to roll off until the tie is broken.
Late Breaking.
To avoid a collision or slow down for a corner, a player may choose to reduce his written speed before moving. The speed reduction takes place in the space before the collision would occur or before a corner is entered. Consult the Deceleration Chart and add 20 to the total amount the car is over its Max Deceleration. If the player chooses not to slow down to avoid a collision, then use the normal collision rules.
Pass Through.
When all lanes are blocked on a straightaway, instead of a collision a player may attempt to pass through one of the squares containing another vehicle. The passing player may spend 1 wear or roll on the Pass Through Table.
The player being passed through may allow or attempt to block the pass through. If the player attempts to block, then the passing player may call off the passing attempt or continue. If the passer continues, then both players must roll on the Pass Through Table and add 1 to their die roll.
Pass Through Table |
||
1D6 |
Passer |
Blocker |
1-4 |
Successful Pass. |
No effect |
5-6 |
Spinout. |
Spinout |
7 |
Spinout and use one wear. |
Spinout and use one wear |
Corner Acceleration.
Players may accelerate a car starting on the last space of a corner (the last space with a speed limit). Cars starting in a corner, but not in the last space of a corner, may not accelerate. Cars that spin in a corner may accelerate using start speed on their next turn, even if they are not on the last space of the corner. Cars starting in the last space of a corner are not impacted by the space’s speed limit.
Long Tracks
If 1 lap of a track is equal to or exceeds the length of an average 3-lap race and one lap is planned, then calculate Wear and Skill points as if the race was 3-laps. This rule applies to tracks like Steve’s realistically long Nurbergring.
Scoring
During a race, the first car to complete the 1st lap receives a bonus point. The first car to complete the 2nd lap also scores a bonus point. All cars that complete a race score points. Cars that do not finish the race do not score points (unless they earned bonus points for leading laps 1 or 2). If 12 or fewer cars start a race use the following formula to determine finishing points: 1st = Number of Cars +3; 2nd = Number of Cars +1; 3rd the Number of Cars -2; 4th = Number of Cars -3; 5th = the number of cars -4; etc. Continue this pattern. If more than 12 cars start a race, then use 12 for the Number of Cars in the above formula. Cars finishing beyond 12th place receive 1 point.