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Using the historical drivers system, you can add famous open-wheel racers who will drive themselves in your race. These optional rules allow you to race in a larger field without needing as many opponents, test your skill against the best in the world, and even play CFR solitaire. Currently, the historical driver system supports only the base game without any other optional rules.
Set-Up
Select Historical DriversThe number of stars on the historical driver’s card is a SKILL RATING. Experienced drivers should fare well against one-star historical drivers but have difficulty against three-star drivers. When historical drivers are selected, look at the STRATEGY PREFERENCE for each and place the driver card at the top of their preferred strategy sheet. All drivers have three strategies they prefer in order -- from left to right or sometimes the reverse depending on TRACK VALUE. If the driver's first choice is not available because another driver has already claimed a card containing the strategy, use the driver's second or third choice. Provide historical drivers with a Speed Deck and the skill and wear chips that they will need for this race based on their car set up. Pole BidAfter both historical and human drivers are set up, humans bid for pole in the normal manner. After human bids are revealed, determine the bids for each historical driver. Each historical driver card includes a formula or multiple choice based on the roll of one die. Historical driver cards also note what combination of skill and wear the driver will use pay for their pole bid. For example, the BID on the above historical driver card means that Jim Clark will pay for his pole bid with green skill, then use 1 red skill, and finally use wear as needed. Some historical drivers gain bonuses to their pole bids. Drivers do not lose any skill or wear for those bonuses, but the bonus value is added to the driver’s bid. Now that both human and historical drivers have bid, place all cars on the starting grid as normal. Moving Historical Drivers
At the beginning of every turn, humans go through the planning phase normally – revealing their speeds for this turn when everyone is ready. The speed that each historical driver will go this turn is not set until it is time for them to move. This is where the strategy card comes into play. Strategy CardEach strategy card is split into 4 or 5 phases which allows the Historical Driver to modulate its approach as the race progresses – maybe starting the race aggressively or conservatively or using wear evenly though out the race. Each phase includes at least two different tactics in order to create some unpredictability. Each phase also includes a set of instructions for how to deal with common die roll opportunities.
Setting a Historical Driver’s SpeedReset TacticIf this driver’s marker was set aside last turn, we must reset the tactic. Roll two dice and place the marker next to that line in the current phase. Find Target SpeedNow look at the line of circles in that tactic. Each symbol represents the amount of wear (or sometimes red skill or chances) that this driver plans to use in the next corner. Chance and red skill symbols can be combined with wear symbols. Read as "spend 1 wear + roll a chance," etc. If this car has enough wear and/or red skill remaining to pay for the first symbol in the tactic, then we check the track for that symbol. Historical drivers do not use red skill as a die roll modifier, they use them to automatically pass chance rolls. Next to the track are a series of blue notations. Each set of notations will include some number of tactic symbols next to speeds or speed formulas. Some sets of track notations span a number of rows, some apply only to part of a row. The white arrows on the spaces indicate which set of notations to follow. Find the track notations that apply to the space that the historical driver starts this turn in and find a match to the symbol from the tactic. If there is no match, go back to the tactic to find the next symbol to look up on the track. When a match is found, the corresponding speed in the track notation is the driver’s target speed. If no match is found, use the speed that does not have a symbol next to it. All spaces will have at least one of these. Conditional Statements on the Strategy CardThe tactic below includes a conditional statement inside the square brackets. If the formula at the beginning is false then ignore the content of the brackets.
“W” is this car’s remaining wear and “c” is set by the value in the most recent corner, based on the number of laps remaining in the race. "C" is roughly how many slow corners remain in the race. Look for the most recent blue steering wheel ( Formulas and Limiters
Sometimes the speed next to a particular symbol on the track is expressed as a formula. The most common formula are a speed “+D,” “+D+D,” or “T-A.”
When a speed is given as a formula it is sometimes followed by a limiter (example on the right). This keeps the car from going too fast. Limiters like this are also often applied to an entire row regardless of the symbol. The Exclamation Point
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