{"id":1104,"date":"2022-12-28T13:28:53","date_gmt":"2022-12-28T19:28:53","guid":{"rendered":"https:\/\/tabletopracingclub.com\/?p=1104"},"modified":"2022-12-28T13:28:54","modified_gmt":"2022-12-28T19:28:54","slug":"speed-circuit-2023-season-13-house-rules","status":"publish","type":"post","link":"https:\/\/tabletopracingclub.com\/?p=1104","title":{"rendered":"Speed Circuit 2023 Season 13 House Rules"},"content":{"rendered":"\n\n\n<h1>SPEED CIRCUIT 2023 Season 13 House Rules (28 Dec 2022)<\/h1>\n<p>Use normal speed circuit rules with the following variations.<\/p>\n<h2>Teams<\/h2>\n<p>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.<\/p>\n<h2>Skill Points.<\/h2>\n<p>Each team is assigned 2 skill points per lap.\u00a0 For example at the beginning or a 3 lap race a team would be assigned 6 skill points.\u00a0 Players use skill points instead of rolling a die in most cases.\u00a0 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.<\/p>\n<h2>Car Construction.\u00a0<\/h2>\n<p>When a player controls more than one driver he must assign 5 build points to one driver 4 to the other.<\/p>\n<h2>Dice Rolls.<\/h2>\n<p>Instead of rolling1d6 on tables roll 2d6. Higher rolls are always better. All tables have been adjusted to reflect the changes.<\/p>\n<h2>Advantage or Disadvantage.<\/h2>\n<p>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 3<sup>rd<\/sup> die.<\/p>\n<h2>Down Force Settings (for winged cars).<\/h2>\n<p>Before assigning build points the player must choose the downforce of each car and use the corresponding row on the Performance Chart.\u00a0 The player must choose one of the following settings for each of their cars independently:<\/p>\n<p>\u00a0<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"91\">\n<p><strong>Down Force <\/strong><\/p>\n<\/td>\n<td width=\"252\">\n<p><strong>Advantage<\/strong><\/p>\n<\/td>\n<td width=\"295\">\n<p><strong>Disadvantage<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"91\">\n<p>Normal<\/p>\n<\/td>\n<td width=\"252\">\n<p>None.<\/p>\n<\/td>\n<td width=\"295\">\n<p>None.<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"91\">\n<p>Strong<\/p>\n<\/td>\n<td width=\"252\">\n<p>Chance Table, Testing Brakes<\/p>\n<\/td>\n<td width=\"295\">\n<p>Exceeding Acceleration and Top Speed<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"91\">\n<p>Weak<\/p>\n<\/td>\n<td width=\"252\">\n<p>Exceeding Acceleration and Top Speed<\/p>\n<\/td>\n<td width=\"295\">\n<p>Chance Table, Testing Brakes<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Grid Order.<\/h2>\n<p>There are 4 grid groups.\u00a0 Cars in a lower numbered grid group will be placed on the starting ahead of cars in a higher numbered grid.\u00a0<\/p>\n<p><strong>Step 1:<\/strong> Place all cars in a grid group based on their starting speed:<\/p>\n<p>\u00a0<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"319\">\n<p><strong>Start Speed<\/strong><\/p>\n<\/td>\n<td width=\"319\">\n<p><strong>Grid Group<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"319\">\n<p>80mph<\/p>\n<\/td>\n<td width=\"319\">\n<p>2<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"319\">\n<p>60mph<\/p>\n<\/td>\n<td width=\"319\">\n<p>3<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"319\">\n<p>40mph<\/p>\n<\/td>\n<td width=\"319\">\n<p>4<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>\u00a0<\/p>\n<p><strong>Step 2:<\/strong> 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.<\/p>\n<p><strong>Step 3: <\/strong>Starting with the lowest numbered grid group containing cars<strong>, <\/strong>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. <strong>The car with the highest roll result is placed on the grid first<\/strong>.\u00a0 Tied cars will continue to roll off until the tie is broken. Spent wear and skill point are not available for the race.<\/p>\n<h2>Late Breaking.\u00a0<\/h2>\n<p>To avoid a collision or slow down for a corner, a player may choose to reduce his written speed before moving.\u00a0 The speed reduction takes place in the space before the collision would occur or before a corner is entered.\u00a0 Consult the Deceleration Chart and add 20 to the total amount the car is over its Max Deceleration.\u00a0\u00a0 If the player chooses not to slow down to avoid a collision, then use the normal collision rules.<\/p>\n<h2>Pass Through.\u00a0<\/h2>\n<p>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.\u00a0 If not blocked, then the passing player may spend 1 wear or roll on the Pass Through Table.\u00a0 The player may spend a skill to roll with advantage.<\/p>\n<p>\u00a0<\/p>\n<p>The player being passed through may allow or attempt to block the pass through.\u00a0 If the player attempts to block, then the passing player may call off the passing attempt or continue.\u00a0 If the passer continues, then both players must roll on the Pass Through Table with <strong>Disadvantage<\/strong> (roll 3d6 add lowest 2). You may spend one skill point to nullify the Disadvantage.<\/p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"3\" width=\"613\">\n<p><strong>Pass Through Table<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"50\">\n<p><strong>2D6<\/strong><\/p>\n<\/td>\n<td width=\"236\">\n<p><strong>Passer<\/strong><\/p>\n<\/td>\n<td width=\"326\">\n<p><strong>Blocker<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"50\">\n<p>7-12<\/p>\n<\/td>\n<td width=\"236\">\n<p>Successful Pass.<\/p>\n<\/td>\n<td width=\"326\">\n<p>No effect<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"50\">\n<p>3-6<\/p>\n<\/td>\n<td width=\"236\">\n<p>Spinout.\u00a0<\/p>\n<\/td>\n<td width=\"326\">\n<p>Spinout<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"50\">\n<p>2<\/p>\n<\/td>\n<td width=\"236\">\n<p>Spinout and use one wear.<\/p>\n<\/td>\n<td width=\"326\">\n<p>Spinout and use one wear<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Corner Acceleration.<\/h2>\n<p>Players may accelerate a car starting on the last space of a corner (the last space with a speed limit).\u00a0 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.\u00a0 Cars starting in the last space of a corner are not impacted by the space\u2019s speed limit.<\/p>\n<h2>Long Tracks<\/h2>\n<p>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\u2019s realistically long Nurbergring.<\/p>\n<h2>Scoring<\/h2>\n<p>During a race, the first car to complete the 1<sup>st<\/sup> lap receives a bonus point. The first car to complete the 2<sup>nd<\/sup> 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: 1<sup>st<\/sup> = Number of Cars +3; 2<sup>nd<\/sup> = Number of Cars +1; 3<sup>rd<\/sup> the Number of Cars -2; 4<sup>th<\/sup> = Number of Cars -3; 5<sup>th<\/sup> = 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.\u00a0 Cars finishing beyond 12<sup>th<\/sup> place receive 1 point.<\/p>\n<p><strong>Updated Charts:<\/strong><\/p>\n<h1>Start Speed Chart<\/h1>\n<table>\n<tbody>\n<tr>\n<td width=\"90\">\n<p><strong>2d6<\/strong><strong> Roll<\/strong><\/p>\n<\/td>\n<td width=\"336\">\n<p><strong>Result<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>6 &#8211; 12<\/p>\n<\/td>\n<td width=\"336\">\n<p>Successfully Exceed Start Speed by 20mph<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>4 &#8211; 5<\/p>\n<\/td>\n<td width=\"336\">\n<p>Lose Grip \u2013 Set Speed to 20 mph<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>2 &#8211; 3<\/p>\n<\/td>\n<td width=\"336\">\n<p>Stall \u2013 no movement this turn<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><br \/>Note: May spend one skill point to avoid roll. If a car stalls 2 turns in a row it is out of the race.<\/p>\n<p><strong>Acceleration<\/strong><strong> Chart <\/strong>\u2013 roll when exceeding Acceleration Rate or Top Speed<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"114\">\n<p>1st\u00a0\u201c2-4\u201d rolled<\/p>\n<\/td>\n<td width=\"474\">\n<p>Engine Damage \u2013 lose 20 mph in both Acceleration (minimum 20 mph) and Top Speed (min 140 mph) values for duration of race, including current turn<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>2nd \u201c2-4\u201d rolled<\/p>\n<\/td>\n<td width=\"474\">\n<p>Engine Burned Out \u2013 out of race<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Note: May spend skill point to avoid roll. Strong Downforce rolls with Disadvantage. Weak Downforce rolls with Advantage.<\/p>\n<p><strong>Deceleration Chart <\/strong>\u2013 roll when exceeding Deceleration Rate<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"114\">\n<p><strong>MPH<\/strong><strong> over max deceleration<\/strong><\/p>\n<\/td>\n<td width=\"474\">\n<p>\u00a0<\/p>\n<p><strong>Penalty<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>20<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 1 Wear point OR Test Brakes<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>40<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 1 Wear pointsAND Test Brakes \u00a0OR \u00a0Use 2 Wear points<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>60<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 2 Wear points AND Test Brakes<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>80<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 2 Wear points AND Spinout AND Test Brakes<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong><br \/>Test Brakes<\/strong><\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"90\">\n<p>1st\u00a0\u201c2-4\u201d rolled<\/p>\n<\/td>\n<td width=\"336\">\n<p>Use 1 Wear point AND wear penalties for Deceleration and Cornering are doubled for duration of race.<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>2nd \u201c2-4\u201d rolled<\/p>\n<\/td>\n<td width=\"336\">\n<p>Brakes Burned Out \u2013 out of race<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Note: May spend skill point to avoid roll. Strong Downforce car rolls with Advantage. Weak Downforce rolls with Disadvantage.<\/p>\n<p><strong>Cornering<\/strong><strong> Chart <\/strong>\u2013 roll when exceeding proper speed limit through any corner space<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"114\">\n<p><strong>MPH<\/strong><strong> over Speed Limit<\/strong><\/p>\n<\/td>\n<td width=\"474\">\n<p>\u00a0<\/p>\n<p><strong>Penalty<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>20<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 1 Wear point OR roll on Chance Table<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>40<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 2 Wear points \u00a0OR \u00a0Use 1 Wear points AND roll on Chance Table<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>60<\/p>\n<\/td>\n<td width=\"474\">\n<p>Use 2 Wear points AND Spinout \u00a0OR \u00a0Use 2 wear points AND roll on Chance Table<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"114\">\n<p>80<\/p>\n<\/td>\n<td width=\"474\">\n<p>Crash! \u2013 out of race<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Chance Table<\/strong><\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"90\">\n<p><strong>2d6<\/strong><strong> Roll<\/strong><\/p>\n<\/td>\n<td width=\"336\">\n<p><strong>Result<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>8 &#8211; 12<\/p>\n<\/td>\n<td width=\"336\">\n<p>Safely Cornered<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>7<\/p>\n<\/td>\n<td width=\"336\">\n<p>Skid \u2013 Reduce Speed to 20mph under speed limit<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>4 &#8211; 6<\/p>\n<\/td>\n<td width=\"336\">\n<p>Spinout<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"90\">\n<p>2 &#8211; 3<\/p>\n<\/td>\n<td width=\"336\">\n<p>Crash! \u2013 out of race \u2013 roll on the Crash Chart<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Note: Spend Skill Point to avoid roll. Strong downforce car rolls with Advantage. Weak downforce car rolls with Disadvantage. \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0<\/p>\n<p>\u00a0<\/p>\n<p><strong>Pass Through Chart<\/strong><\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"41\">\n<p><strong>2D6<\/strong><\/p>\n<\/td>\n<td width=\"416\">\n<p><strong>Passer<\/strong><\/p>\n<\/td>\n<td width=\"301\">\n<p><strong>Blocker<\/strong><\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"41\">\n<p>7-12<\/p>\n<\/td>\n<td width=\"416\">\n<p>Pass Through<\/p>\n<\/td>\n<td width=\"301\">\n<p>No Penalty<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"41\">\n<p>3-6<\/p>\n<\/td>\n<td width=\"416\">\n<p>Spinout<\/p>\n<\/td>\n<td width=\"301\">\n<p>Spinout<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"41\">\n<p>2<\/p>\n<\/td>\n<td width=\"416\">\n<p>Spinout and Use One Wear<\/p>\n<\/td>\n<td width=\"301\">\n<p>Spinout and Use One Wear<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Notes:\u00a0 If unblocked while passing through, use 1 Wear or consult the pass through chart.\u00a0 If blocking occurs, both drivers roll on the Pass Through Chart with disadvantage (one skill may be used to nullify the disadvantage).\u00a0<\/p>\n<p>\u00a0<\/p>\n<p><strong>Crash Chart <\/strong>\u2013 If speed under 60mph, then roll with Advantage.\u00a0 If speed over 100mph, then roll with Disadvantage.<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"49\">\n<p>2D6<\/p>\n<\/td>\n<td width=\"709\">\n<p>Result<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"49\">\n<p>8 &#8211; 12<\/p>\n<\/td>\n<td width=\"709\">\n<p>No Significant Injury<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"49\">\n<p>4 &#8211; 7<\/p>\n<\/td>\n<td width=\"709\">\n<p>1 Race Injury<\/p>\n<\/td>\n<\/tr>\n<tr>\n<td width=\"49\">\n<p>2 &#8211; 3<\/p>\n<\/td>\n<td width=\"709\">\n<p>1D6 Race Injury (If 6 is rolled then the result is a Season Ending Injury and roll again.\u00a0 If another 6 is rolled then result is Fatal Injury.)<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Notes:\u00a0 After missing a race, a Race Injury is reduced by 1.\u00a0 \u00a0In order for an injured driver to race, the driver\u2019s team must spend 1 Skill point for each point of Race Injury.\u00a0 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.\u00a0 If an injured driver sustains additional Race Injuries, add them to the total of existing Race Injuries. Injured drivers roll with disadvantage.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/tabletopracingclub.com\/?p=1104\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Speed Circuit 2023 Season 13 House Rules&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[24],"class_list":["post-1104","post","type-post","status-publish","format-standard","hentry","category-speed-circuit","tag-racing-games"],"_links":{"self":[{"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/posts\/1104","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1104"}],"version-history":[{"count":1,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/posts\/1104\/revisions"}],"predecessor-version":[{"id":1105,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=\/wp\/v2\/posts\/1104\/revisions\/1105"}],"wp:attachment":[{"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1104"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1104"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tabletopracingclub.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1104"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}