Formula D Beginner

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Rulebook for Formula D Beginner

Transcript of Formula D Beginner

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  • D[(EE /l\ E

    FORMULA D is a car race. The aim is to win a race(of one lap) anct be the first to cross the finishingline. There are all sorts of risks involved ancl youhave to anticipate what will happen cluring thecourse of the race. You must decicle on your strat-egy, trust to luck, keep to the rules and always keepan eye on the technical condition of your car.

    The following material is usecl for the basic game:t$ l game boarcl with the rouncl circuit of Monacole) 6 ctice symbolizing the 6 car gearsr.*f 1 blacl< clie to determine car damage or other

    unpredictable events'd 1 instruction book containing the basic rulesq$ 10 Formula 1 cars in 5 colours symbolizing 5 clif-

    ferent racing teams

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  • $ 1O clashboarclst$ 10 'gear stick" pieces@ 1O marl
  • The cars drive in the track lanes. Different clrivingcodes apply to corners and straights. It is gener-ally not allowed to go over other cars - they mustbe driven round. Driving backwards is also notallowed./':\lf,J Driving rode in lhe cornersTo drive through a corner a car must stop a mini-mum number of times (inclicatecl in the yellow box)within the limits of the corner. After the requisitenumber of stops, the car may proceecl ancl exit thecorner on its next move.

    To make it easier to drive through the corner, the drivershoulcl consider the indicatecl number of spaces. Thenumber in the green box refer to the longest path, thenumbers in the recl box refer to the shortest r:ath.

    ,'\tif,J Driving (ode on the struightsStraights are the portions of tracl< between cor-ners. Depencling on the length of each straight,cars may need several rounds before entering thenext corner.d lmportant: The manoeuvre must be completedusing the smallest number of spaces possible.

    #tuk-ons;{wP)They reflect the capability of the car to stay on thetrack ancl survive events during the race. Each carhas 18 WP at the beginning of the race. The playersuse these points to survive various inciclents anclrisl

  • The race is helct on the Monaco circuit. The twohalves oF the game boarcl are spread out on thetable sicle by side. Each player isgiven a car, a clash-boarcl ancl a gear stick. The scorecards are not usedin the basic game. The selected gear is markecl onthe clashboarcl with a ('gear sticl
  • A player may use his WP at any time to avoid hav-ing to aclvance the full number of spaces shownon the clie. In this way he can control his progressbetter, for example when the lanes are blocked byother cars.

    A driver can sl

  • For players who have already playecl seveial sin-gle-lap games.

    Whoever crosses the finishing line first atter twolaps wins the game. Players may make a pit stopbetween the first and seconcl laps to regain the WPpoints they lost cluring the first rouncl.

    At the encl of the First lap a player may decide tomake a pit stop to regain all the WP he has lost.There is no speed limit in the pit lanes. It is also notnecessary to roll the exact number needed to reachone's own pit.

    To enter the pits it is sufficient to roll the minimumnumber required or higher using the die correspond-ing to the selected gear. The car receives all 18 WPback and awaits his next turn to start from the oits in4thgear (maximum).

    The rules for changing down gear, collision, bral

  • WffiIf you woulcl like to use the CT cars and the circuittor a street race, but have not yet founcl the time toread the extencled version of the game rules, youshoulcl not hesitate: you can start playing straightaway using the basic rules with only a few acljust-ments. which are explainecl below.

    i{e I B

    The games have some special features.therefore read the following sections.

    In the basic rules for road races, the drivers ancl carsonly differ in appearance. The values ancl symbolson the score carcls are not taken into account. How-ever, a clriver may use his nitro Fuel injection oncea lap having rollecl the gear clie. This gives him amovement bonus equivalent to the gear he is in atthat moment (1 space in l't gear, 2 spaces in Znd gear,etc.). This bonus must be used completely.The player then places a damage marker on theclesignated space on the score carcl.. '

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    the black clie. IF he rolls a number between 1 ancl4 he loses 1 WP. It is possible to avoid clamage bychanging lane (see "Driving cocle on the straights").

    There is a speecl limitin force in the wholetown, but it is great funtearing past the policestation. Every timea driver crosses thisline his speed mustbe recorclecl (e.g. thenumber shown by thegear die, multipliecl by1O). When all clrivershave crossecl this line,the fastest driver gets'2 WP (maximum totalpoints: 18 WP). In thecase of a clraw, the firstdriver to have passedthe police stationreceives the bonus.

    The spaces underneath the tunnel are not naviga-ble. When a car leaves a space with a tunnel sym-bol it is placecl on a space with the same numberon the other side of the tunnel.

    lf two laps are to be completed on this circuit, eachcar receives 10 WP when it crosses the finishing linefor the first time (maximum total points: 18 WP).

    A gcme by Eric RANDAII ond lourent LAVAURO2OO8 PI.AY MACHINES

    Trunslolion: Birgil lrgong

    Please

    The resiclents tincl the noiseof the cars extremely annoy-ing anc{ complain aboutit. Now ancl then a hot-tempered trouble-makerdecicles to take pot shotsat the cars driving past hiswinclow. The drivers of allcars which Finish up in thiszone after their turn mustroll the black clie. lf the result is 11 or more, the carloses 2 WP.,'---b,

    Hphuel@e*-,The clanger zone is the areaof the circuit which is inparticularly bacl conditionancl is therefore clreaclecl byall drivers. All black spacesare treatecl as spaces withdamage markers. lf a carlancls on one of thesespaces, the clriver must roll