This year’s Gaslands event was held on the small oval again, but this time two teams of four drivers each competed against each other. The teams started at opposites ends of the track and raced in opposite directions. The carnage began at the first race gate.
The carnage begins!
Dave M., in the buggy, lead the red team in a tight formation as they raced toward the first gate. Ray R. steadied his magnum in the “Otto”. And Jerry was locking on with his missiles. Travis brought the Punisher up to ramming speed.
The blue team appeared a bit disjointed. Dave K. powered the Yellow Ford pickup through the gate, Terry was forced to veer around the outside of the gate. Steve fearlessly piloted the Blue Beetle down the center of the track. Dan missed a shift and fell behind his team.
Dan face Red team on his own while Jerry waits for recovery.
Both teams suffered during the first exchange, but red took the most damage. Jerry was hit by Dave K’s rockets and mortar. His truck wrecked and exploded in a spectacular fashion throwing shrapnel at other drivers. Then his truck served as an obstacle that his teammate Travis almost hit. When Dan passed the red team, he was alone!
Steve drove the Blue Beetle at breakneck speeds and was first through the third gate. After passing through the gate he also wrecked. Since it was at the end of the turn his car was quickly recovered. But Steve and Jerry were not the only ones to wreck. Every driver suffered at least one wreck except Terry!
Terry heads toward the 3rd gate guns blazing.
Despite wrecking Steve continued to lead and was about to complete his final gate when Jerry smashed into him head-on. Steve’s buggy immediately wrecked and somersaulted across the gate to end the race.
The race ended in carnage!
With a little help from Jerry, Steve was first to complete 4 gates. I forgot to add up the points so I’m sure which team won, but the race was a blast for all.
Record Number of Spin-outs Lead to a Photo Finish at the Glen
The final race of the 13th Speed Circuit season took place at the US Grand Prix held at the Watkins Glen circuit. After the tragic loss of his teammate Cevert, this season’s champion, Jackie Stewart, opted not to race. Den managed team Brabham in Terry’s absence with mixed results. Rookie manager Tom V. took charge of STP March for their first race of the season.
A total of 8 drivers filled out the grid with Fittipaldi in the JPS Lotus on pole position. Galli and Beltoise also occupied the front row. Brabham, Hesketh, and Shadow teams held the second row while STP March and Martini Techno started in the last row.
Fittapaldi and Galli launch from the starting line and dueled for the lead. Beltoise in the white and red #13 BRM tried to hold off Reutemann, Purly, and Oliver who chased him 3-wide through the Club House Esses.
The black #1 Lotus took the lead with the Williams, Hesketh, Shadow, and BRM machines in hot pursuit. Beltoise slipped back to 6th place. Fittipaldi crossed the start/finish line just ahead of Purley to pickup a bonus point.
Fittapaldi and Purly raced side-by-side for most of the second lap. Beltoise continued to fall back while Jarrier began to move up. The four lead cars were side-by-side and nose to tail blasting out of the Chute!
Purly pulled ahead of Fittapaldi going down the Back Straight. Then, while entering the Speed Trap, Fittapaldi made the first of many spin-outs. Purly gained an impressive lead through the Fast Bend, but then inexplicable spun-out in the 90 Hard Right. Fittapaldi had fallen all the way back to 6th and his tires were wearing thin.
Purly righted his car and was first across the line to start the 3rd and final lap, but instead of having a comfortable lead he was facing a tough fight. Then the JPS Lotus spun-out in the 90 Hard Right. Amon got around Reutemann and was in 3rd place. Galli maneuvered to the inside and captured the lead from Purly.
Next, Fittapaldi spun-out in the Esses. Reutemann tucked in behind Amon, stressed his engine, and bolted into second place going down the Front Straight. He then attempted to take the inside lane going through the outer loop, a bold move that would have placed him in the lead, but he spun-out instead ruining his chances for a podium finish.
Purly’s race car was spent and he could not hold off Amon. Galli and Amon battle for the lead. The Techno was tuned with a higher top-speed, but the Williams stayed just ahead. Reutemann had lost momentum and slipped back to 6th and barely managed to fend off Beltoise.
The race ended in a photo finish between Galli and Amon with Galli taking the win for Williams. Purly took 3rd followed by Oliver. Race details follow:
1st Travis (N. Galli) 60/40/20/160/6 S 2nd Dave M. (C. Amon) 40/40/40/180/5 S 3rd Steve (D. Purly) 60/40/20/180/6 S 4th AJ (J. Oliver) 60/40/40/160/5 S 5th Tom V. (J.P. Jarrier) 40/60/20/160 S 6th Terry C {Den} (C. Reutemann) 60/40/40/160/5 S 7th Ray R. (J. Beltoise) 60/40/40/160/5 S 8th John H. (E. Fittipaldi) 60/60/20/160/5 S
Thanks for everyone who participated in our 13th season of Speed Circuit. The 14th season is scheduled to begin in January 2024 simulating the 1974 F1 championships.
Sadly, we bid a fond farewell to Terry and will truly miss his presence at the racing table.
Seven teams fielded a total of 7 drivers at this years German Grand Prix held on Steve’s magnificent rendition of the Nurburgring. On this gigantic course one lap equals three laps of an average size track.
Brabaham’s Reutemann had a great practice session and earned the pole position. While managing his second race, Surtees team lead Dave K. placed Pace in the first row. Stewart shared the second row with Oliver. BRM’s top driver Beltoise held the inside of the third row and Hesketh’s replacement driver, Purly, sat on the outside. For the first time this season, Williams’ ace, Galli occupied the last row.
The cars bolted off the starting line. Reutemann maintained an early lead. Stewart manuevered his blue #3 Elf Tyrell around Black #21 Shadow and the blue #9 Surtees to move into the second position. Galli clawed his way out of the last position.
Stewart got on the inside of Reutemann and then slipped by him while going through the Kottenborn. Stewart was first by the Aremberg bonus point marker. Then Oliver passed Reutemann. The Elf was chased by the Shadow. Galli made progress while Purly seemed to be losing ground. Beltoise stayed steady.
The competition was fierce. Reutemann surged to regain the lead, but once again lost the racing line and fell back into third. Pace faded back to 5th while Galli threatened the leaders. The drivers flew their machines through the Kesselchen.
Stewart maintained the lead, but could not shake the Shadow. Galli and Reutemann struggled side-by-side each trying to get the upper-hand on the other. Purly held the 5th position. Pace moved past Beltoise, but Beltoise remained calm.
Oliver challenged Stewart for the lead, but Stewart checked his moves. Purly moved into the frey for third place and found himself three-wide with Reutemann and Galli.
Purly got through the Kienes Karussell ahead of Galli and Reuteman and set his sites on the leaders. As he exited the Galgenkopt, Stewart could hear the engine of the Hesketh revving to the max behind him. Stewart red-lined his Elf, but he knew the it wouldn’t be enough because the Hesketh was stronger on the straights. Purly hammered the throttle going down Dottinger Hohe, but then he felt the clutch slip and he cursed as the Hesketh lost power–he couldn’t catch Stewart! Galli used the superior speed and durability of the Williams to close the gap between him and leaders. The BRM also had a powerful engine and Beltoise waited for the right time to use it.
Stewart got through the Chicane. Galli attempted to pass through Oliver, but Oliver blocked and they both spun-out! Then Beltoise made his move passing through the recovering Williams and gunning his BRM down the front straight. Stewart secured the checkered flag. Purly took second in a photo finish with Beltoise (Team BRM’s first podium of the season).
Race results follow:
1st Den (J. Stewart) 80/40/20/140/6 S** 2nd Steve (D. Purly) 40/40/40/160/6 S 3rd Ray R. (J. Beltoise) 60/40/20/160/6 S 4th AJ (J. Oliver) 60/40/40/140/6 S 5th Terry (C. Reutemann) 60/40/40/140/6 S 6th Dave K. (C. Pace) 60/40/40/140/6 S 7th Travis (N. Galli) 40/40/40/160/6 S
Five teams competed in the Monaco Grand Prix this season fielding nine drivers. Martini’s lone driver, Amon, sat on the pole position and shared the front row with Elf’s Stewart. Brabham’s Reutmann and Elf’s Cevert secured the second row followed by William’s Galli and Brabham’s W. Fittapaldi. Team Hesketh filled the fourth row with Hunt and Purley.
The Race Begins At the 2023 Monaco GP!
Amon and Stewart set the pace and seemed to be pulling away from the pack. But the other drivers caught up to them at the Station Hairpin.
The Leaders Breakaway During the First Lap at Monaco.
Exiting the Station Hairpin, Cevert passed Stewart and gained an inside advantage on Amon. Then Cevert, Stewart, and Amon exited the corners ahead of the rest and extended their lead through the tunnel. Cevert attempted to slingshot Stewart into the lead going into the Gazometre, but the attempt failed and Amon gained the lead. Meanwhile, Williams, Hesketh, and Brabham battled for fourth.
The Battle for Lap 2 at Monaco.
Amon finished the first lap with Stewart and Cevert on his heals. Cevert began to slow and Williams caught him at the Virage Du Portier. Stewart extended his lead heading into the tunnel for the second time. The Brabhams and Heskeths were in a fierce struggle.
Fierce competition at Monaco.
Amon caught up to Stewart and they raced neck-and-neck going into the Gazametre, but this time Stewart exited first and gained the bonus point for lap 2. Hunt broke away from the Brabhams and started to reel in Galli.
Stewart stayed off Amon and they built a large lead midway through the 3rd and final lap. Hunt passed Williams and tried to close the gap with the leaders going into to the Station Hairpin.
The 3rd and Final Lap at Monaco.
Stewart’s car faltered and he began to slow. Amon got by Stewart. Hunt smelled blood in the water, but could not catch the leaders. Amon crossed the finish line two spaces ahead of Stewart. Hunt finished 3rd followed by Cevert. Congratulations to Dave for the Win!
Race details follow:
1st Dave M. (C. Amon) 80/40/40/140/5 S* 2nd Den (J. Stewart) 80/40/40/160/4 S* 3rd Steve (J. Hunt) 60/60/40/140/5 S 4th Den (F. Cevert) 80/40/40/140/4 S 5th Travis (N. Galli) 60/60/40/140/5 S 6th Terry (C. Reutemann) 60/40/40/140/6 S 7th Terry (W. Fittipaldi) 60/40/40/140/5 S 8th Steve (D. Purley) 60/40/40/140/5 S 9th Travis (Howden) 40/40/40/160/5 W
Monjuic hosted eight teams this year. Shadow’s Oliver (#21) held pole position sharing the first row with Elf’s Stewart (#3). The second row was occupied by contenders Reutmann (#16) and Fittipaldi (#1). Galli (#19) and Von Opel (#28) filled the third row. The final row included Hunt (#26) and Beltoise (#13).
Stewart got the jump on Oliver and led through the first corner. Initially, the rest of the pack stayed in a tight formation.
Stewart and Oliver battled for the lead. Oliver made a move, but lost control of the Shadow going into La Pergola. Galli began reeling in Stewart. Meanwhile, Hunt weaved his way to the 5th position.
Galli stayed glued to Stewart looking for an opening. Oliver closed in on the leaders, but spun-out again. Hunt passed Fittapaldi avoided the spinning Shadow and secured 3rd.
The second lap heated up as Fittapaldi and Hunt battled for third place and Stewart and Galli dueled for first. Galli’s Williams began to fade just as Stewart pushed the Elf through Sant Jordi.
Stewart began to build separation. Hunt had fallen back to fourth, but rebounded by making a series brilliant moves in the El Anulo de Miramar, Rosseleda, and Font Del Gat, ultimately moving into second.
Stewart led the third and final lap finishing in first place for the third race in a row. Hunt finished 2nd, and Fittapaldi 3rd. Race details follow:
1st Den (J. Stewart) 80/40/20/160/5 S** 2nd Steve (J. Hunt) 60/40/40/160/5 S 3rd John H. (E. Fittipaldi) 60/40/20/160/6 S 4th Travis (N. Galli) 60/20/40/160/6 W 5th Terry (C. Reutemann) 60/40/40/160/5 S 6th Dan (R. von Opel) 60/40/40/160/5 7th AJ (J. Oliver) 80/40/20/160/5 8th Ray R. (J. Beltoise) 60/40/40/160/5 S
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 in most cases. 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.
Dice Rolls.
Instead of rolling1d6 on tables roll 2d6. Higher rolls are always better. All tables have been adjusted to reflect the changes.
Advantage or Disadvantage.
When rolling with Advantage or Disadvantage roll 3d6 instead of 2. For Advantage add the highest 2 dice. For Disadvantage add the lowest 2 dice. In both cases ignore the 3rd die.
Down Force Settings (for winged cars).
Before assigning build points the player must choose the downforce 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
Advantage
Disadvantage
Normal
None.
None.
Strong
Chance Table, Testing Brakes
Exceeding Acceleration and Top Speed
Weak
Exceeding Acceleration and Top Speed
Chance Table, Testing Brakes
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 2d6 for each car. A player may spend a skill point to roll with Advantage. The car with the highest roll result is placed on the grid first. Tied cars will continue to roll off until the tie is broken. Spent wear and skill point are not available for the race.
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. If not blocked, then the passing player may spend 1 wear or roll on the Pass Through Table. The player may spend a skill to roll with advantage.
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 with Disadvantage (roll 3d6 add lowest 2). You may spend one skill point to nullify the Disadvantage.
Pass Through Table
2D6
Passer
Blocker
7-12
Successful Pass.
No effect
3-6
Spinout.
Spinout
2
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. If an odd number of cars below 12 start a race, round down to the next even number. If less than 6 cars score using 6 cars. Use the following table to score points:
Scoring Table
Place
12 or More Cars
10-11 Cars
8-9 Cars
7 or Less Cars
1
15
13
11
9
2
13
11
9
7
3
10
8
6
4
4
9
7
5
3
5
8
6
4
2
6
7
5
3
1
7
6
4
2
1
8
5
3
1
9
4
2
1
10
3
1
11
2
1
12+
1
13
1
Bonus for Lap 1/2
1
1
1
DNF or Crash
0
0
0
0
Updated Charts:
Start Speed Chart
2d6 Roll
Result
6 – 12
Successfully Exceed Start Speed by 20mph
4 – 5
Lose Grip – Set Speed to 20 mph
2 – 3
Stall – no movement this turn
Note: May spend one skill point to avoid roll. If a car stalls 2 turns in a row it is out of the race.
Acceleration Chart – roll when exceeding Acceleration Rate or Top Speed
1st “2-4” rolled
Engine Damage – lose 20 mph in both Acceleration (minimum 20 mph) and Top Speed (min 140 mph) values for duration of race, including current turn
2nd “2-4” rolled
Engine Burned Out – out of race
Note: May spend skill point to avoid roll. Strong Downforce rolls with Disadvantage. Weak Downforce rolls with Advantage.
Deceleration Chart – roll when exceeding Deceleration Rate
MPH over max deceleration
Penalty
20
Use 1 Wear point OR Test Brakes
40
Use 1 Wear pointsAND Test Brakes OR Use 2 Wear points
60
Use 2 Wear points AND Test Brakes
80
Use 2 Wear points AND Spinout AND Test Brakes
Test Brakes
1st “2-4” rolled
Use 1 Wear point AND wear penalties for Deceleration and Cornering are doubled for duration of race.
2nd “2-4” rolled
Brakes Burned Out – out of race
Note: May spend skill point to avoid roll. Strong Downforce car rolls with Advantage. Weak Downforce rolls with Disadvantage.
Cornering Chart – roll when exceeding proper speed limit through any corner space
MPH over Speed Limit
Penalty
20
Use 1 Wear point OR roll on Chance Table
40
Use 2 Wear points OR Use 1 Wear points AND roll on Chance Table
60
Use 2 Wear points AND Spinout OR Use 2 wear points AND roll on Chance Table
80
Crash! – out of race
Chance Table
2d6 Roll
Result
8 – 12
Safely Cornered
7
Skid – Reduce Speed to 20mph under speed limit
4 – 6
Spinout
2 – 3
Crash! – out of race – roll on the Crash Chart
Note: Spend Skill Point to avoid roll. Strong down-force car rolls with Advantage. Weak down-force car rolls with Disadvantage.
Pass Through Chart
2D6
Passer
Blocker
7-12
Pass Through
No Penalty
3-6
Spinout
Spinout
2
Spinout and Use One Wear
Spinout and Use One Wear
Notes: If unblocked while passing through, use 1 Wear or consult the pass through chart. If blocking occurs, both drivers roll on the Pass Through Chart with disadvantage (one skill may be used to nullify the disadvantage).
Crash Chart – If speed under 60mph, then roll with Advantage. If speed over 100mph, then roll with Disadvantage.
2D6
Result
8 – 12
No Significant Injury
4 – 7
1 Race Injury
2 – 3
1D6 Race Injury (If 6 is rolled then the result is a Season Ending Injury and roll again. If another 6 is rolled then result is Fatal Injury.)
Notes: After missing a race, a Race Injury is reduced by 1. In order for an injured driver to race, the driver’s team must spend 1 Skill point for each point of Race Injury. If an injured driver races, then Race Injuries are not reduced and additional skill points may not be spent on the driver during the race. If an injured driver sustains additional Race Injuries, add them to the total of existing Race Injuries. Injured drivers roll with disadvantage.
Nine teams populated the Kyalami grid. Stewart in Tyrrell (#3) held the pole position and shared the front row with Hulme in the McLaren (#5), and Amon in the Martini Techno (#17). The second row featured Ickx in the Ferrari (#7), Oliver in the Shadow (#21), and Reutmann in the Brabham (#16). Beltoise in the Marlboro BRM (#13), Fittapaldi in the JPL Lotus (#1), and Hunt in the Hesketh March (#24) secured that third and final row.
Starting Grid at Kyalami 2023.
The front row cars dashed off the start finish line closely followed by the Ferrari. Meanwhile, Oliver mis-shifted and spun the Shadow’s tires resulting in a poor start. The field squeezed though Crowthorne Corner and into the narrow part of the track. Amon took the lead, but lost monentum and was passed by several drivers. Fittapaldi meticulously maneuvered his Lotus through the pack and found himself beside Hulme going through Clubhouse Bend just behind Stewart the leader.
First lap a kyalami 2023.
Some of the vehicles were already showing signs of stress. The BRMs brakes were malfunctioning and the Ferrari’s engine was losing power. The field was expending a large amount of were points.
Hulme and Fittapaldi were putting a great deal of pressure on Stewart. Then, Fittapaldi spun in the Esses. Stewart managed to exit the Leeukop ahead of the field gaining a substantial lead. The McLaren, Martini, and Ferrari were next out of the corner and in hot pursuit of Stewart.
First lap Kyalami 2023. The Lotus spins while Tyrrell takes the lead.
Stewart maintained the lead. Hulme and Amon jockeyed for second while trying to close the gap on Stewart. Ickx, in his wounded Ferrari, struggled to stay with the leaders. Hunt, who had started in last place, began to make some progress.
Second lap at Kyalami 2023. Stewart keeps the lead and the battle for second continues.
Hulme pushed a little to hard and spun his McLaren in the Esses. Stewart capitalized on the disruption in the field to charge out of Leeukop Bend and extend his lead once again.
Second lap at Kylami. Stewart extends his lead and Hulme spins-out.
Stewart looked untouchable and unless he made a dire mistake he would win the race. The competition for position in the field escalated. Reutmann, Fittapaldi, and Amon went three wide down the front straight battling for second position. Fittapaldi seized second closely followed by Amon through Barbeque Bend. Reutmann fell back and fought Ickx fourth.
Third lap at kyalami 2023.
Stewart did not make a mistake and smoothly drove the Tyrrell to victory, but the race was not yet over. Amon got around Fittapaldi and secured second place. Hunt successfully executed a series of daring maneuvers through the Esses, Leekop Bend, and the Kink to blast through the field and take third place. He was closely followed by Hulme in the McLaren.
Stewart wins at Kyalami 2023.
Race finish details follow:
1st Den (J. Stewart) 80/40/20/160/5 S** 2nd Dave M. (C. Amon) 80/40/20/160/5 S 3rd Steve (J. Hunt) 60/40/40/160/5 S 4th Ray G. (D. Hulme) 80/40/40/140/5 S 5th Stephen L. (J. Ickx) 60/40/40/160/5 (Eng Dam) 6th John H. (E. Fittipaldi) 40/40/40/160/6 S 7th AJ (J. Oliver) 60/40/40/160/5 S 8th Terry (C. Reutemann) 60/40/40/160/5 9th 5th Ray R. (Beltoise) 60/40/40/160/5 (Brake Dam)
SPEED CIRCUIT 2023 Season 13 House Rules (28 Dec 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 in most cases. 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.
Dice Rolls.
Instead of rolling1d6 on tables roll 2d6. Higher rolls are always better. All tables have been adjusted to reflect the changes.
Advantage or Disadvantage.
When rolling with Advantage or Disadvantage roll 3d6 instead of 2. For Advantage add the highest 2 dice. For Disadvantage add the lowest 2 dice. In both cases ignore the 3rd die.
Down Force Settings (for winged cars).
Before assigning build points the player must choose the downforce 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
Advantage
Disadvantage
Normal
None.
None.
Strong
Chance Table, Testing Brakes
Exceeding Acceleration and Top Speed
Weak
Exceeding Acceleration and Top Speed
Chance Table, Testing Brakes
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 2d6 for each car. A player may spend a skill point to roll with Advantage. The car with the highest roll result is placed on the grid first. Tied cars will continue to roll off until the tie is broken. Spent wear and skill point are not available for the race.
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. If not blocked, then the passing player may spend 1 wear or roll on the Pass Through Table. The player may spend a skill to roll with advantage.
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 with Disadvantage (roll 3d6 add lowest 2). You may spend one skill point to nullify the Disadvantage.
Pass Through Table
2D6
Passer
Blocker
7-12
Successful Pass.
No effect
3-6
Spinout.
Spinout
2
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.
Updated Charts:
Start Speed Chart
2d6 Roll
Result
6 – 12
Successfully Exceed Start Speed by 20mph
4 – 5
Lose Grip – Set Speed to 20 mph
2 – 3
Stall – no movement this turn
Note: May spend one skill point to avoid roll. If a car stalls 2 turns in a row it is out of the race.
Acceleration Chart – roll when exceeding Acceleration Rate or Top Speed
1st “2-4” rolled
Engine Damage – lose 20 mph in both Acceleration (minimum 20 mph) and Top Speed (min 140 mph) values for duration of race, including current turn
2nd “2-4” rolled
Engine Burned Out – out of race
Note: May spend skill point to avoid roll. Strong Downforce rolls with Disadvantage. Weak Downforce rolls with Advantage.
Deceleration Chart – roll when exceeding Deceleration Rate
MPH over max deceleration
Penalty
20
Use 1 Wear point OR Test Brakes
40
Use 1 Wear pointsAND Test Brakes OR Use 2 Wear points
60
Use 2 Wear points AND Test Brakes
80
Use 2 Wear points AND Spinout AND Test Brakes
Test Brakes
1st “2-4” rolled
Use 1 Wear point AND wear penalties for Deceleration and Cornering are doubled for duration of race.
2nd “2-4” rolled
Brakes Burned Out – out of race
Note: May spend skill point to avoid roll. Strong Downforce car rolls with Advantage. Weak Downforce rolls with Disadvantage.
Cornering Chart – roll when exceeding proper speed limit through any corner space
MPH over Speed Limit
Penalty
20
Use 1 Wear point OR roll on Chance Table
40
Use 2 Wear points OR Use 1 Wear points AND roll on Chance Table
60
Use 2 Wear points AND Spinout OR Use 2 wear points AND roll on Chance Table
80
Crash! – out of race
Chance Table
2d6 Roll
Result
8 – 12
Safely Cornered
7
Skid – Reduce Speed to 20mph under speed limit
4 – 6
Spinout
2 – 3
Crash! – out of race – roll on the Crash Chart
Note: Spend Skill Point to avoid roll. Strong downforce car rolls with Advantage. Weak downforce car rolls with Disadvantage.
Pass Through Chart
2D6
Passer
Blocker
7-12
Pass Through
No Penalty
3-6
Spinout
Spinout
2
Spinout and Use One Wear
Spinout and Use One Wear
Notes: If unblocked while passing through, use 1 Wear or consult the pass through chart. If blocking occurs, both drivers roll on the Pass Through Chart with disadvantage (one skill may be used to nullify the disadvantage).
Crash Chart – If speed under 60mph, then roll with Advantage. If speed over 100mph, then roll with Disadvantage.
2D6
Result
8 – 12
No Significant Injury
4 – 7
1 Race Injury
2 – 3
1D6 Race Injury (If 6 is rolled then the result is a Season Ending Injury and roll again. If another 6 is rolled then result is Fatal Injury.)
Notes: After missing a race, a Race Injury is reduced by 1. In order for an injured driver to race, the driver’s team must spend 1 Skill point for each point of Race Injury. If an injured driver races, then Race Injuries are not reduced and additional skill points may not be spent on the driver during the race. If an injured driver sustains additional Race Injuries, add them to the total of existing Race Injuries. Injured drivers roll with disadvantage.
Eight players showed for the race held on April using Steve K.’s spectacular Monaco map. Among the players was rookie manager John N. leading the Eiffeland team. All agreed to limit the number of drivers to one for each team.
Peterson sat on pole. For the first time this season, last year’s champion, Stewart, started in the first row. Hulme and Ganely occupied the second row followed by Fittpaldi and Stommelin. Reutemann and Galli were ready to go in the last row.
The Race Begins!
Peterson jumped into the lead followed by Stewart. Reutemann quickly moved his Brabham from 8th to 5th position. Hulme challenged the leaders during the first lap.
The race heats up during lap 1.
Stewart held off Hulme while Peterson moved the March further ahead. The Brabham and the Malboro BRM battled for position with BRM holding 4th position through the tunnel. Stommelin positioned himself to threaten Reuteman heading into the tunnel.
Perterson had a commanding lead going into the 2nd lap. Hulme failed to pass Stewart and his McLaren began to falter. Stommelin got by Ruetemann, but started to experience some engine trouble.
Peterson dominates in the March at Monaco during lap 2.
During the second lap, Peterson extended his lead with Stewart on his heals. Fittipaldi charged up to take the 4th position and threatened Hulme. Ganely lost momentum and began to loose positions. Stommelin’s Eiffeland trailed smoke and he also fell back.
The fight for fourth during the 2nd lap at Monaco.
Peterson maintained an incredible lead. Stewart gave his all to stay with Peterson, but could not pass him. Stommelin, Reutemann, and Hulme battled for 4th going three wide heading into the Gazometre. Reutemann made a daring move taking an inside line in the corner that resulted in him seizing 3rd position from Fittapaldi.
Field begins to spread out during the 3rd and final lap at Monaco.
Heading into the final lap, most of the cars were spent. Stommelin headed into the pits with a damaged engine that was on the verge of exploding. Peterson stretched his lead even further. Reutemann locked in 3rd place. Hulme passed Fittapaldi. Fittapaldi then struggled to keep 5th. Galli managed to pass Ganley through the Casino Corner.
March wins at Monaco 2022!
Stewart made one more charge, but it was not enough and Peterson took the checkered flagg to win the race. Brabham’s Reutermann finished in 3rd followed by McLaren’s Hulme. Race details follow:
1st Travis (R. Peterson) 80/20/20/160/6** S 2nd Den (J. Stewart) 80/20/20/160/6 S 3rd Terry (C. Reutemann) 40/60/20/160/6 S 4th Ray G. (D. Hulme) 80/20/40/120/6 S 5th Steve (N. Galli) 60/40/20/160/6 S 6th Ray R. (H. Ganley) 60/40/40/140/6 7th John H. (E. Fittapaldi) 60/20/20/180/6 S DNF John N. (Stommelin) 60/40/40/160/5 S
Hope to see at the next race on 18 May 2022 at the Rheims circuit.