This is my personal diorama and just some of the cars in ...

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This is my personal diorama and just some of the cars in my collection. Sample file

Transcript of This is my personal diorama and just some of the cars in ...

This is my personal diorama and just some of the cars in my collection.

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Sam

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Dedication

This work is dedicated to everyone who added to the story of #22 or helpedme make this thing happen.

To the builders: Dad, Mom, my brother and his wife.

To the all volunteer pit crew: Bob S., Joe O., Russ B., Fred S., and Jay K.

To the “chauffeurs” who entrusted their lives to our skill: Val F., Paul S.,Jerry N., Wendell S., Bill C. and Mark L.

To the restoration team of #22: Clare P., Paul B., Jerry N.

To the gang that suffered through the play testing: Mike K., Phil F., Ed C.Fred B., Keith A., my son and my daughter.

To those who encouraged me and guided me along the way: Dr. Bob, KeithA., Phil F., George C., Bob M., Seth L., Dr. Deb, the owners and staff ofATI and, of course, my darling wife who helped me make the time to do allof this.

T.Dz.20 March, 2003

I hope you enjoy playing the game as much as I enjoyed living it!

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Dirt Track Saturday Night

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Dad built these from scratch starting with straight tubing.

Introduction:Dirt Track Saturday Night © is a game about racing on small dirt ovals with stock cars and sprintcars. These tracks and races are wide spread throughout the United States and are home to someof the most entertaining racing you can find. The players will take on the job of driver during therace as well as set up the car to best perform in the varying track conditions. If a linked series ofraces is run, the players will also act as car owner.

Required materials:1) The rules (you have them)2) A track with squares of approximately 3” (7.62cm) on a side superimposed to

facilitate movement. Typically this will take up an area of about 3’ x 4’. Youcan make your own or purchase a printed version that is available.

3) A collection of 1:64 scale race cars, 6 is a good number to start with. Theseare available at most department stores, hobby shops, collectibles stores andvarious on-line auctions.

4) A supply of dice and some pencils and paper. Two six-sided dice arerecommended for each player. Hear after the rules will refer to rolling 2d6 or1d6.

Set Up:Cars will move counter-clockwise around the track, always turning left. Beginning at theStart/Finish line, line up two cars in each row. Starting order is set by rolling 2 six sided dice(2d6) with lowest number placing their cars on the track first. (Or use optional rules.)

Moving:Players roll 2d6 and get the number of movement points from the movement table. The firstmove of every turn must always be straight ahead. Note that the table gives you an option for thenumber of spaces moved. A player may wish to move the lower number to avoid causing a spin-out or crash. If the player moves the lower amount the player also adds 1 to "spin or crash" rollsmade that turn. Movement order is from the inside of the row to the outside of the row beginningwith the front row and going row by row to the rear of the field. Cars must move forward, slideor turn in place. An "off-line" result for a "spin or crash" roll is the only time a car may bemoved sideways. See tables for movement costs.

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Passing:If there are open spaces and the car has enough movement to get by another car without enteringa space with another car in it, the pass is made. If there are not enough open spaces or someonewishes to displace another car on a space then the player must attempt to take over the occupiedspace. This is called squeezing. As long as your car can reach the space with a legal move asqueeze may be tried. Both players must roll for a "spin or crash" and apply the results. If bothresults are "no problem" then both players must roll 2d6. The lower total gets the space and theother moves to the outside or to the row behind if already at the outside. If the player losing thespace is forced into an occupied space the next car is also moved to the right or rear and so on.This is called bumping. Do not make "spin or crash" rolls for bumping.

Excess speed while squeezing:If a car has movement points remaining when it attempts to squeeze a different procedure isfollowed. If both cars get "no problem" results the car making the squeeze automatically goes tothe next square. The defending car is left in place. If the aggressor fails the Spin or Crash rollmovement ceases and the appropriate results are applied. If the defender fails the Spin or Crashroll he applies his result immediately and the aggressor gets the square and completes his move.

Summarized Movement Sequence:1) When it is a player’s turn to move, roll 2d6 and get the number of movement

points from the movement table for the type of car they are racing (stock orsprint).

2) The player decides which of the two movement numbers they will use. If theroll is 2 or less, or if the roll was 12 or more they will roll for having a spin orcrash at the end of their turn.

3) The player will move his/her car spending movement points to move straightahead, slide or turn in place. THE FIRST MOVE OF EVERY TURN ISALWAYS STRAIGHT AHEAD.

4) If a player enters a partial square on the track he/she must immediately roll2d6 less than or equal to the number printed in the square. There is a penaltyof 1 to the roll if the car is executing a slide in that square. Rolling higherthan the number means that a “hit the brakes” roll of 1d6 must be madeimmediately and the results applied at that time.

5) If a player enters a square with another car in it a “spin or crash” roll of 2d6must be made by BOTH cars immediately and the results applied.

6) Any slides must be completed by the end of the movement or else they maynot be made. YOU MAY NOT START A SLIDE ON ONE MOVE ANDFINISH IT ON THE NEXT.

7) When movement points have all been spent for the turn, movement ends andany spin or crash rolls required as a result of rolling 2 or less, or 12 or moreare made.

8) Players may make a “hit the brakes” roll during their move if they wish to.

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Winning:

The crowd liked the car. This win got a “standing O”.

Players must agree on the number of laps to be run. Race length should increase when there aremore players. Suggested races: 4-8 cars & 2 laps, 9-12 cars & 3 laps, 13-16 cars & 4 laps. Thewinner is the car farthest across the finish line at the end of the race within the move that the firstcar completes the race. If both end up side by side then whoever finishes on the inside gets thebetter position. Cars that spin-out or crash on the turn they finish the race do not count ascrossing the finish line. Note that squeezing is allowed subject to the spin-out or crash ruleabove.

Hitting the wall or running into the infield:If a car runs in to the outside wall it must immediately make a "hit the brakes" roll and make aspin/crash roll. Note that some squares in the turns have numbers in them. Cars entering thosesquares must roll the printed number or less on 2d6 to avoid hitting the wall. If a car is in a slideadd 1 to the roll to avoid contact with the wall. If a car is runs into the infield it is the same asrunning into the wall.

Spins & Crashes:

Stuff happens. Luckily no injuries and it wasn’t our car.

Spin or crash rolls that are required because a 2 or 12 were rolled for movement occur after thecar has moved. Other spin or crash rolls that occur for squeezing or hitting the wall take placeimmediately. If a car spins or crashes a yellow or red flag may occur. Spun or crashed cars areleft on the track until all players have moved for the turn. Any other car that enters a square witha crashed or spun car must make a crash or spin roll with a modifier of -2. If there already aremultiple cars in the square the roll is at -3. After the wrecks are cleared the field forms up on theleader without returning to the start/finish line and continue the lap from that point. The restart

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position can be adjusted forward or backward to accommodate the size of the field so as tominimize the number of cars restarting in a corner. Cars restarting in the corner might get ONEfree 45 degree change of direction on the restart move at the referees’ discretion.

Advanced Rules: (qualifying, weather, car set-up, wear points & repairs)For "qualifying" roll 2d6 for each of 2 laps and 1d6 as a tie breaker. The lowest of the lap rolls isthe faster time. If there is a tie compare the slower lap time. If there is still a tie check the tiebreaker roll. If still tied roll 1d6 again till the tie is broken, lower roll is the faster time.

Track condition is determined by rolling 2D6 before the start of the first heat race. 2 = Mushy, 3- 5 = Gummy, 6 - 8 = Moist, 9 & 10 = Gritty, 11 & 12 = Abrasive. This is the track conditionuntil the heat races are done unless it rains. Roll 2D6, in between the heat races. A result of a 2 or3 means it rains and the track gets 0 - 2 steps wetter. If it has not rained, the track owner mighthave the tracked watered. Roll 2D6, a result of a 2 or 3 the track gets watered and is 0 - 2 stepswetter. Otherwise the track is 1 - 3 steps drier for the "last chance" race & feature.

Sometimes the engine was hanging on a hoist in our garage on race day4 hours before the end of qualifying. The track was 50 miles away.

We always made it in time. The tow car had the same engine as the race car.

Setting up the car is a matter of using the table provided and selecting the gear ratio, suspension,tires and wing position. Use wing position only if running sprint cars. For the heat races you willknow the track conditions. For the "last chance" race and the feature you must guess what thetrack conditions will be for the race. You must roll for the track being watered before setting upthe car. Do not roll for how much drier or wetter the track actually is until all the cars have madetheir set-up choices. For each choice of gearing, wing, suspension and tires there are modifiersfor the die roll for movement in the straight and curve as well as a modifier for the number of tirewear points. Write these down on a set-up sheet for each car. Add up the modifiers in the spacesprovided. The number in front of the slash is the straightaway die roll modifier, the number afterthe slash the curve die roll modifier. Add the Straightaway modifier to the number rolled on 2D6when the car begins its turn on the straight and then check to see how many movement points thecar gets that turn. Use the curve modifier for the cars beginning their move on the curve.Straightaway squares are where the track edges are straight, everything else is a curve. Next rollthe number of tire wear point from the table and add the tire wear modifier to get the totalnumber of wear points that a car has for the race. Note: With abrasive track conditions it is

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possible to get a result of 0 or 1 wear points. If that occurs then just ignore that result and the cargets to start with 2 wear points. Permission is granted to photocopy the car set-up record farm forpersonal use.

One tire wear point is used on any turn where the higher speed result of the die roll is used or ahard slide is made. When both the slide and high speed are used only one wear point is used, nottwo. Once tire wear points are exhausted the move speed die roll modifier defaults to -1/-1ignoring all other modifiers. Modify all Spin or Crash rolls by "-1". If a car attempts to usewear points it does not have it must make a “Spin or Crash” roll. Tires may only be changedduring a red flag or intermission. During a red flag roll 1D6, on a 1-5 the change is successful.On a 6 the change is too slow, the car misses the restart and is eliminated. New wear points arerolled for the new tires. Roll 1D6 on the wear point table and sum the modifiers. Sprint carswithout wings have a modifier of +2/-2 for their Straight/Curve speed and a +1 to their tire wearpoints. Wing position may be adjusted one position every two movement turns under the greenor any amount intermission, yellow or red flags. Cars without wings cannot put on a wing exceptat intermission. Rear end gear ratio and suspension may only be adjusted during the intermissionbetween the heat races and the "last chance" race. Crash damage may be repaired at intermissiononly. Roll 1d6 greater than or equal to the number rolled for crash damage to see if the repairwas successful.

Points Championships & Driver's Skill:

Before #22 was built we partnered with racers who had a chassis but needed an engine.We won too many races in the 6 cylinder division. Tracks made us run

Against the V-8’s or banned our engine altogether.

You may wish to run a series of races to establish a series championship based on pointsawarded for the finish position in the feature race. First you must agree on the number of races tobe run with the last race being the "Season Championship" race. You can also have a "Mid-Season Championship" race some where around the halfway point of the schedule. Drivers mustbe named for each car entered. A player may have more than one named driver but no nameddriver may be in more than one car in a race. A series should be at least 8 meets long. A racemeet for the series should consist of at least 2 heat races and a feature event. More events shouldbe added if there are enough players and drivers. A good number of cars are 6-8 for the heatraces and 8-10 for the "last chance" race and the feature. Cars and drivers earn their way into thefeature by doing well in the heats or the "last chance" race. Typically the top 2 finishers will be

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promoted from the last chance race. The top 3 or 4 finishers will be promoted from each heatrace. Points are awarded for the feature race only, see the table. All races should be 2 laps longunless the race is the "Season or Mid-Season Championship" or the feature has 12 cars in it.Races with more than 10 cars need three laps in order to give everyone a chance to win. Season& Mid-Season championship races are often longer than a normal feature event, so three laps isokay for those races. BUT, never add extra wear points to cars for the longer races. Use only theamount of wear points shown on the chart. This will make players plan a race strategy.Remember, you have to finish in order to win.

Once you have named drivers you should keep track of their feature wins during the season. Themore feature races they win the more skill bonuses they have for use during a race, see the table.Also, the driver must be paid more. Likewise in a season long campaign the car may getdamaged and must be fixed. This cost is deducted from the winnings after the driver is paid.Drivers may be incapacitated and unable to drive for periods of time, see the tables. At the startof the season each car and driver combination rolls for a sponsor on the sponsorship table for theamount of money the sponsor will provide for each race.

Special Gimmick Races (The Australian Pursuit & Crack the Whip):These events are typically run “just for fun” and do not count for points standings or promotionto the feature race.

The Australian Pursuit:This race is run with eight cars for two laps or until every car but one is eliminated. CARSSTART SINGLE FILE. Cars that have been passed are eliminated and removed from the trackafter the last car has moved if there has not been a caution flag or a red flag caused during themovement of the field.

Crack the Whip:Eight cars start two abreast and run two laps. The last place car is removed from play startingwith the end of the second move of the field and every move of the field after that till there is onecar left as the winner.

Note: While these races don’t count for points, wrecking a car might prevent that car fromparticipating in the feature!

Making Your Own Track:Included in these rules is a copy of the hand sketch I made in order to figure out how to make theplaying surface. On it are all the dimensions you need in order to construct a track on a 3 foot By4 foot presentation board. Presentation boards are available from most office supply stores.

If doing the geometric construction is more than you want to take on you can glue one of theprinted mats on to the presentation board and add color and flocking to suit your decorating taste.

I used a red paint pen to paint the grid. I used a light earth color for the track itself becauseexperimenting with the paints showed that the red bled through the earth color just enough to bevisible with out spoiling the appearance. I used a medium green color as the undercoat for the

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