Speed Circuit 2020 Season 10 House Rules

SPEED CIRCUIT 2020 Season 10 House Rules (as of 26 Jan 2020)

Use normal speed circuit rules with the following variations.

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 to adjust die rolls (adding or subtracting from the roll).  Players decide after rolling dice whether or not to use skill points. Points do not need to be pre-assigned to a specific team member.

Car Construction. 

When a player controls more than one driver he may assign 5 build points to each driver or assign 6 build points to one driver and 4 to another.

Down Force Settings (for winged cars).

After assigning build points and before the race starts, the player may adjust the downforce of each car.  The player must choose one of the following settings for each of their cars independently:

Down Force Setting

Build Adjustment

Bonus/Penalty

Normal

None.

None.

Strong

-20 Acceleration &Top Speed

+20mph corner speed limit

Weak

+20 to Acceleration & Top Speed

-20mph corner speed limit

Note: If a player fails to choose a setting before the race begins, then the setting is automatically set to Normal.

Grid Order.

There are 5 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 a lower numbered grid group.

Step 3: Starting with the lowest 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. Players may modify the initial die roll by expending skill points. Roll results may not be reduced below 1. 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.  Rolls for ties may not be adjusted.

Late Breaking. 

To avoid a collision or slow down for a corner, a player may choose to reduce his written speed.  The speed reduction takes place in the space before the collision would occur or before a corner is entered.  Even if the car is not exceeding its deceleration limit, roll on the breaking table as if it was.   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

Note: House rules are subject to change.